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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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		<id>https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1549115</id>
		<title>Half-Life</title>
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		<updated>2023-01-20T18:55:47Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Colt Anaconda */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Half-life.jpg|thumb|right|300px|''Half-Life'' (1998)]]&lt;br /&gt;
'''''Half-Life''''' is a sci-fi FPS developed by Valve and Sierra studios and released in 1998. It is notable for being Valve's debut in the gaming industry and the first game in the ''Half-Life'' series. It is well known and acclaimed for its lack of cut-scenes (using scripted sequences instead), realistic worlds, (at the time) advanced AI, and seamless storytelling. It also helped jump-start the FPS storytelling genre. It has sold 9.3 million copies by 2009. It was followed by a sequel, ''[[Half-Life 2]]'', and a fan-made remake, ''[[Black Mesa]]''. It was also ported to the newer Source engine instead of the older GoldSource engine, and subsequently re-branded as ''Half-Life: Source''. The ''Half-Life'' expansions ''Opposing Force'', ''Blue Shift'', and ''Decay'' are included in this page (a fan remake of the first two expansions was developed under the name ''[[Operation: Black Mesa]]'').&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Half-Life'' and its expansions:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;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. The secondary fire button makes it fire faster, but with reduced accuracy. A suppressed version is used by the female Black Ops, and HECU (Hazardous Environment Combat Unit) medics are also seen using the pistol in the ''Opposing Force'' expansion pack. The Glock (and the 92FS in the HD pack) is one of the few firearms in the game that 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 its windowed magazine.]]&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:HLPistolFiring.jpg|thumb|none|600px|Freeman fires his pistol. Note how the shell is about the same size as the ejection port.]]&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 picked up or used by the player, and remains modeled after a Glock 17 even when the HD pack is installed.]]&lt;br /&gt;
[[File:Hl1glock-1.jpg|thumb|none|600px|A Black Mesa security guard fires his Glock 17. Their Glocks use unique models from the ones found on the ground, used by Black Ops assassins or HECU medics in ''Opposing Force''.]]&lt;br /&gt;
[[Image:W Glock-HLS.jpg|thumb|none|600px|A Glock lays by its former Security Guard companion in ''Half-Life: Source''.]]&lt;br /&gt;
[[Image:Hl glock opfor.jpg|thumb|none|601px|Corporal Adrian Shephard reloads his Glock 17 in ''Opposing Force'' (note the different texture) next to a HECU medic checking his surroundings with his own pistol.]]&lt;br /&gt;
[[File:Hlop4glock-1.jpg|thumb|none|600px|The pistols used by Black Ops assassins in ''Opposing Force'' are the same as those wielded by HECU medics, but with a suppressor; unlike the ones from the original game, the suppressor does not use a &amp;quot;chromed&amp;quot; material.]]&lt;br /&gt;
[[Image:HalflifeBlueShiftGlock.jpg|thumb|none|601px|In ''Blue Shift'', the new texture from Opposing Force is used if not playing with HD models.]]&lt;br /&gt;
[[Image:BlueShiftBanner.JPG|thumb|none|600px|Barney Calhoun holds a Glock in the Steam Banner artwork for ''Half-Life: Blue Shift'' replacing the unidentified pistol mentioned below.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The High Definition pack replaces the Glock 17 with the [[Beretta 92FS]], as well as ''Half-Life: Source'''s &amp;quot;Ultra&amp;quot; High Definition pack. 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 incorrectly 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;
[[File:HL-BS-Beretta.jpg|thumb|none|600px|Barney reloads his Beretta in ''Half-Life: Blue Shift''. Like the Glock from the non-HD version, there are no rounds visible in the magazine, regardless of its remaining ammo count. In contrast to what is seen here, there is no visible magazine at all when performing a partial reload in ''Half-Life'' and ''Half-Life: Opposing Force'', due to an oversight.]]&lt;br /&gt;
[[File:Hlbsberetta-1.jpg|thumb|none|600px|Barney takes some time out of his day to get some shots in at the range. Another difference the ''Blue Shift'' version of the Beretta has is that the slide moves, whereas the ''Opposing Force'' and ''Half-Life'' versions has it only move when it runs dry.]]&lt;br /&gt;
[[Image:Beretta92-HLS-2.jpg|thumb|none|600px|Freeman brings a Beretta to work in the Ultra HD universe.]]&lt;br /&gt;
[[Image:Beretta92-HLS.jpg|thumb|none|600px|Sensing a premonition, Freeman reloads his gun in the Ultra HD version. Note the Beretta trademarks which are clearly visible with this model.]]&lt;br /&gt;
[[Image:Half-Life 92FS 2.jpg|thumb|none|600px|The third-person model is noticeably shorter, somewhat comparable in length to the [[Beretta 85FS]].]]&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 is offset by a small capacity and a lower rate of fire. Reloading is done with the help of a speedloader, but it is still slower than the Glock's. The reload animation is actually longer than the reload process itself, as the player can fire the revolver right after inserting new rounds into its cylinder (though this is not the case in ''Half-Life: Source''). The Python's cylinder appears to not be attached to its crane nor ejector rod (which remain stationary while reloading), and it can be seen floating outside the gun when it is swung out.&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. Note the lack of cylinder latch, an error which remains present on ''all'' versions of the game's revolver.]]&lt;br /&gt;
[[File:Hl1python-2.jpg|thumb|none|600px|The multiplayer version of the Python with an underbarrel laser sight.]]&lt;br /&gt;
[[Image:HLOPythonFlick.jpg|thumb|none|600px|Freeman flicks open the cylinder and prepares to dump a couple of .357 rounds. Note that the cartridges are not correctly lined up with the chambers. The chambers on the cylinder are also incorrectly positioned inside the fluted sections of it.]]&lt;br /&gt;
[[Image:HLOPythonTilt.jpg|thumb|none|600px|Freeman, in idle, plays with the hammer of the original Python, showing off both the single screw below the cylinder that's indicative of the Python, as well as the model's very odd perspective.]]&lt;br /&gt;
[[File:Hl1python-1.jpg|thumb|none|601px|Freeman finds the first Python in the game, next to a dead security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The High-Definition pack replaces the Colt Python by a [[Colt Anaconda]] with wood grips, though it is still shown using .357 Magnum ammunition. A cut ammo box model that reads &amp;quot;.44 Magnum&amp;quot; can be found in the game's files, implying that the Colt would have always been a .44 Magnum model.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|350px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:Half-Life Python 2.jpg|thumb|none|600px|Freeman repeats the same move in the HD universe as he 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;
[[File:Half-Life Python 5.jpg|thumb|none|600px|The multiplayer version of the revolver with laser sight under the barrel.]]&lt;br /&gt;
[[File:Half-Life Python 4.jpg|thumb|none|600px|In the HD version, Dr. Freeman holds the Colt Anaconda as he observes some poorly-spelled Marine graffiti.]]&lt;br /&gt;
[[File:Half-Life Python 3.jpg|thumb|none|600px|Having welcomed a Vortiguant to Earth with a fresh .357 slug, Freeman reloads his revolver. Despite the increased detail, the chambers remain misaligned compared to the fluting of the cylinder.]]&lt;br /&gt;
[[File:HLPythonSL.jpg|thumb|none|600px|Freeman then slams a speedloader into the cylinder.]]&lt;br /&gt;
[[File:Python-HLS.jpg|thumb|none|600px|Finding a place where the grass is even greener, despite being named &amp;quot;Source&amp;quot;, Freeman plays with a very shiny Anaconda.]]&lt;br /&gt;
[[File:Half-Life Python 1.jpg|thumb|none|600px|The world-model of the HD Anaconda 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 weapon is also seen used at times by Black Mesa security guards. 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 and .44 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;
[[File:Hlop4deagle-1.jpg|thumb|none|600px|Cpl. Shephard kills a Vortigaunt with his Desert Eagle.]]&lt;br /&gt;
[[Image:Half-Life Desert 2.jpg|thumb|none|600px|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;
==Unidentified pistol==&lt;br /&gt;
Barney Calhoun is depicted with an unidentified pistol on the cover art for ''Blue Shift''. The pistol does not appear in the game itself.&lt;br /&gt;
[[File:HL_Bren10.jpg|thumb|none|600px|Barney with his pistol on one of the box art variants. The Steam wallpaper for the expansion uses the same image but corrects the gun to a Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi 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|450px|Franchi SPAS-12 without stock - 12 gauge]]&lt;br /&gt;
[[File:Ithaca_Stakeout_Parkerized.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 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:HLOShotgunFiring.jpg|thumb|none|600px|Freeman fires &amp;quot;both barrels&amp;quot; of the original SPAS-12, the recoil apparently strong enough to make the shotgun fly out of his hands.]]&lt;br /&gt;
[[Image:HLOShotgunPumping.jpg|thumb|none|600px|Freeman racks the pump of the original SPAS-12.]]&lt;br /&gt;
[[Image:HLOShotgunLoading.jpg|thumb|none|599px|Freeman tilts the original SPAS-12, after travelling to the Source Universe, to load a shell into it. Apparently somebody needs to tell Gordon that he's missing the feeding port by about two inches, as cramming shells into the shotgun's heatshield won't actually work in reality.]]&lt;br /&gt;
[[File:Hl1spas-1.jpg|thumb|none|600px|Having travelled back to the GoldSrc Universe, Freeman looks at a SPAS-12 and some spare ammo boxes. The SPAS-12 pickup actually gives you twelve shells, instead of eight (which is how much it holds), though where those extra four shells come from is anybody's guess; the ammo boxes also give twelve, despite the extra shell outside of them. Note the disproportionately scaled 12 gauge shells compared to the shotgun.]]&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock folded - 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:HLShotgunLoad.jpg|thumb|none|600px|Freeman loads his SPAS-12, shells still going into the wrong place.]]&lt;br /&gt;
[[Image:HLShotgunPumping.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. Note the extremely short receiver and tube. This model appears to lack an ejection port.]]&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 an attached 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 or notch in the rear sight.]]&lt;br /&gt;
[[Image:HLmp5sdLoading.jpg|thumb|none|601px|Freeman laments at the lack of a fire selector on the viewmodel and sadly reloads his MP5SD.]]&lt;br /&gt;
[[File:Hlop4mp5-1.jpg|thumb|none|600px|Shephard reloads his MP5, showing that it lacks both ammunition in the magazine and a trigger.]]&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 HUD icon of the MP5SD3 is also an A3 model, but has had the forend and barrel of an [[AR-15]]-type rifle with an [[M203]] replacing the MP5's.&lt;br /&gt;
[[File: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;
[[File: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;
[[File:Half-Life MP5A3 1.jpg|thumb|none|600px|A Marine brings his MP5A3 to bear under fire.]]&lt;br /&gt;
[[File:Hl 9mmAR opfor.jpg|thumb|none|600px|Cpl. Shephard holds his reanimated MP5SD3 while examining a retextured world-model MP5A3.]]&lt;br /&gt;
[[file:Hl_spas12.jpg|thumb|none|600px|The MP5A3 HUD icon. Note that the HUD icon has no magazine nor a well for it.]]&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, enemies tend to avoid close quarters with it.&lt;br /&gt;
&lt;br /&gt;
In early versions of the game, HECU Marines used AR-style carbines with attached M203s which were unusable by the player; however, these early models cannot be positively identified due to their low detail.&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;
[[File:HLS-M727.jpg|thumb|none|600px|Freeman looks over his darker Colt 727 in ''Half-Life: Source'' while his colleagues look on and wonder why this psychopath hasn't been fired yet. This specific version has the knobs that are normally as part of an M4A1's removable carry handle, but the in-game model maintains the non-removable one (which means it is still a Colt 727), nevermind the fact that the knobs are screwed on the opposite side. Also note the mirrored lower reciever with a normal upper.]]&lt;br /&gt;
[[Image:HL9mmARfiring.jpg|thumb|none|600px|Freeman fires the rifle. Note the pistol-like casings being ejected.]]&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;
[[File:Hl1m727-1.jpg|thumb|none|600px|Freeman reloads his M727.]]&lt;br /&gt;
[[File:HLOM727.jpg|thumb|none|600px|A HECU Marine with an M727. Note the lower detail compared to the world-model, presumably because any instance where the player character is this close to an enemy will normally result in the deaths of one or both of the involved parties before the player can get a good look at the weapon.]]&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 by far the most powerful non-fictional weapon, with high damage, range and moderate accuracy. It should be noted that the belt box carries only 50 rounds whereas its real-life counterpart carries 100 or 200. 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 rather 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 box for the SAW.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M40A1==&lt;br /&gt;
The [[M40A1]] 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. Other variants of the Remington 700 use detachable magazines (including the [[M40A5]], which was produced a decade after the game's release).&lt;br /&gt;
&lt;br /&gt;
There was previously an oversight that involved the player character merely pulling the bolt back after each shot, and operating the bolt back then forward before reloading an empty magazine (after which it was pushed forward ''again''). These reversed animations were fixed in a patch.&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.]]&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 only add 5 rounds to the player's inventory when picked up.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is attached to the MP5 (and the Colt M727 in the High Definition expansion pack). The MP5 uses the the M203PI variant, whereas the M727 uses the full-length M203. 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:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[Image:Half-Life M203 1.jpg|thumb|none|600px|Freeman looks at the M203PI grenade launcher mounted on the MP5SD3. Note the missing trigger mechanism.]]&lt;br /&gt;
[[File:Hl1m203-1.jpg|thumb|none|600px|Freeman somehow fires his triggerless M203 mounted on a gun that also lacks a trigger. The fired grenade model is the same as the one used for the ammo pickups, meaning that either the grenades are caseless, or the launcher fires the entire grenade, case and all. That's 65% more grenade, per grenade!]]&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40mm]]&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; despite this, the trigger is still never pulled.]]&lt;br /&gt;
[[File:Hl1m203-2.jpg|thumb|none|600px|Freeman fires a higher-definition grenade out of a higher-definition launcher.]]&lt;br /&gt;
[[Image:Half-Life M203 2.jpg|thumb|none|600px|Freeman looks at the HD ammo pickup for the M203, that being two 40mm grenades.]]&lt;br /&gt;
&lt;br /&gt;
==Armbrust ATW (Futuristic)==&lt;br /&gt;
The &amp;quot;RPG&amp;quot; is a futuristic version of the [[Armbrust ATW]], and is marked as &amp;quot;GAM14B&amp;quot; in the high-definition version. It is shown as being reloadable and laser-guided. The launcher uses a &amp;quot;soft-launch&amp;quot; system; the warhead is pneumatically ejected from the launcher, and the rocket motor ignites almost a second later. Normally this system is reserved for anti-air missiles and is horribly impractical for the GAM14B's design, as the rocket motor is igniting in the user's face. The secondary fire key can be used to toggle the laser guide on and off, letting the player choose between firing laser guided projectiles or one that travels in a straight line.&lt;br /&gt;
[[Image:Armbrust Rocket Launcher.jpg|thumb|none|500px|Armbrust ATW - 67mm]]&lt;br /&gt;
[[Image:HLOArmbrust.jpg|thumb|none|600px|Dr. Freeman holds the futuristic Armbrust during the level &amp;quot;Surface Tension&amp;quot;. This is the original version, with an unusable scope on the top.]]&lt;br /&gt;
[[File:Hl1armbrust-2.jpg|thumb|none|600px|Freeman fires the Armbrust at a conveniently-timed Apache.]]&lt;br /&gt;
[[File:Hl1armbrust-3.jpg|thumb|none|600px|Reloading the launcher.]]&lt;br /&gt;
[[File:Hl1armbrust-1.jpg|thumb|none|600px|A modified Armbrust on the ground.]]&lt;br /&gt;
[[Image:Half-Life RL 1.jpg|thumb|none|600px|Dr. Freeman holds the HD Armbrust in the same place. The HD version of the launcher replaces the scope with a ladder sight.]]&lt;br /&gt;
[[Image:Half-Life RL 2.jpg|thumb|none|600px|Dr. Freeman reloads the HD Armbrust after launching a rocket at a troublesome sniper.]]&lt;br /&gt;
[[Image:Half-Life RL 3.jpg|thumb|none|600px|The HD version of the 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;
&lt;br /&gt;
In the multiplayer mode of ''Opposing Force'', the player is able to throw penguins with Mk 2 grenades attached to them. They are essentially a more powerful version of the &amp;quot;snarks&amp;quot;, beetle-like alien creatures that the player is able to use as weapons.&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:HLGrenadePinPull.jpg|thumb|none|600px|Freeman pulls the pin on the original grenade in an attempt to blow up a wall.]]&lt;br /&gt;
[[File:HalfLife-Mk2-BlackOps.jpg|thumb|none|600px|Mk 2 grenades attached to the belt of a Black Ops assassin.]]&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 a very high damage output and blast radius.&lt;br /&gt;
[[File:Hl1satchel-1.jpg|thumb|none|600px|Freeman holds the satchel charge; &amp;quot;C-4 PLASTIC EXPLOSIVE&amp;quot; is written in low detail at the top of the backpack.]]&lt;br /&gt;
[[File:Hl1satchel-2.jpg|thumb|none|600px|Freeman holds the detonator for the satchel charge and looks at one deployed on the ground.]]&lt;br /&gt;
[[Image:Half-Life SCH 1.jpg|thumb|none|600px|The HD version of the satchel charge, which is only marginally more high-definition than the original.]]&lt;br /&gt;
[[Image:Half-Life SCH 2.jpg|thumb|none|600px|The HD detonator in hand.]]&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 ''Opposing Force''.&lt;br /&gt;
&lt;br /&gt;
In ''Blue Shift'', a crate containing an M2HB has &amp;quot;USMC Ordnance&amp;quot; written on it, essentially a play on the [[U.S. Ordnance]] manufacturer name and the USMC featured in the game.&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: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'' seen through the use of a 'noclipping' cheat; these particular M2s use unique simplified models.]]&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;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
USMC 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 launcher with some sort of magazine mounted on the top for a larger capacity. It is used by Marines in the original game, but Gordon himself cannot operate it. Oddly, rockets fired at the player can be diverted using the modified Armbrust's laser guide.&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. Note the &amp;quot;magazine&amp;quot; which looks suspiciously like a belt box.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chain Gun==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] 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. The Bradley in the game is an original production model with ball mounts for M231 Firing Port Weapons on the sides, which were blocked off by later up-armor packages: the vehicle in the game is also shown with symmetrical sides, with the armor from the right-hand side but the firing port positions from the left side.]]&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;
Twin launchers for the [[BGM-71 TOW]] are also seen mounted on 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. The game also seemingly treats these missiles as equivalent to those launched by the Armbrust; they share the same model and sounds, and the Armbrust's laser can even be used to redirect the Bradleys' missiles.&lt;br /&gt;
[[File:TOW Bradley.jpg|thumb|none|400px|BGM-71 TOW launcher mounted on Bradley IFV - 152mm]]&lt;br /&gt;
[[File:Half-Life TOW.jpg|thumb|none|600px|BGM-71 TOW mounted on a Bradley IFV.]]&lt;br /&gt;
&lt;br /&gt;
{{Half-Life Series}}&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>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1546431</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1546431"/>
		<updated>2023-01-11T17:50:41Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Crye Precision SIX12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4 and 5, Xbox One and Series S/X and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from a counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. Recruit was reworked in Operation Void Edge to allow new players an opportunity to use a wide variety of weapons and weapon types in order to learn the game quicker. Attacking recruit has access to the L85A1, M249, MK14 EBR, USP, Remington 870 &amp;quot;Super Shorty&amp;quot; shotgun and CZ75 Auto. Defending recruit uses the MP5K PDW, Remington 870, FNP-9 and the MAC-11.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot; (referencing the earlier USG variant). The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]], with a permanent Osprey suppressor affixed to the weapon.&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine; for whatever reason, this is done using the slide release.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Rechambering the Five-seveN; since the slide release is now the magazine release, this is done by simply pulling it back. As an aside, the barrel does in fact exist, though the similarly-colored background makes it hard to see in this image.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz. Note the HUD; while a flush-fitting magazine for a .45 USP ought to hold 10 or 12 rounds, the in-game version somehow crams in 15.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. Likely to balance out its small magazine (with most of the game's pistols featuring double-stack magazines holding 15 rounds or more), the weapon is ''obscenely'' powerful - it's currently the most powerful sidearm in the game short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle, and doing as much damage per shot as DMRs like the 7.62x51mm SR-25.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[File:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|The Makarov PM in the weapon inspection screen. Note the oddly thick slide serrations.]]&lt;br /&gt;
[[File:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[File:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[File:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[File:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[File:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[File:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go. Like the [[Makarov PM]] above, the Hi-Power has oddly thick slide serrations; unlike the Makarov, however, these are only on one side.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model; note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[File:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering; sadly, &amp;quot;thick slide serration syndrome&amp;quot; has claimed another victim - though, like the [[Inglis Hi-Power|Hi-Power]] that came before it, only one set (the rear set, in this case) have been altered.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen; the trigger oddly sits in the double-action position, despite the cocked hammer. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations have unfortunately struck again.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15; oddly, despite showing proper trigger discipline during reloads, Ela keeps her finger firmly wrapped around the trigger while pistol-whipping.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
&lt;br /&gt;
The Rhino's hammer-shaped cocking lever incorrectly cycles when the gun is fired; the Rhino's actual hammer is internal.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen; tragically, Thick Slide Serration Syndrome has claimed another victim.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights; note the odd partially-cocked state of the hammer.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to ''[[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]]'', the sights are in the raised position. These have been updated to include illuminated dots on the 3 and 9'o-clock positions and on the front post.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off. VSN quite likely is an abbreviation of &amp;quot;PP-19-01 Vityaz-SN&amp;quot;, which is a variant of the Vityaz with a railed dust cover and no side rail, but this very clearly has a smooth dust cover and a side rail with the B-13 optic mount on it, making it just an original PP-19-01 Vityaz.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS defenders, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the [[MasterPiece Arms MPA930DMG]], a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight. In reality, the C1 is long out of service, a more appropriate choice would have been an [[MP5]] or [[FN P90]], but both are already in use by other operators in game and Siege wouldn't start recycling weapons until year 4.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well. Note the rail mounted onto the weapon; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the L85A2. The C1 does not use any sort of rail system on top of the receiver, and this fictionalised rail is thinner and flimsier-looking than the real thing.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components and the 8&amp;quot; barrel. It is also fitted with an early version of the MPX Gen 1's collapsible stock.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX (prototype model) - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo, simply referred to in-game as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly to the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|The MP5SD in the weapon inspection screen. Note the original SEF trigger group, identifying this as an SD2. A KAC M4 RIS is also attached to the handguard with, of all things, steel hose clamps.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking at a high-tech display of some Tokyo towers with the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Aiming down the rather cropped-open sights.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, just like the other factions' MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Loading in a fresh magazine...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and witnessing the aftermath of a gentle HK slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Attempting to no avail to stock-bash a hologram.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
&lt;br /&gt;
[[File:CS LS2.jpg|thumb|none|450px|CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants. If the Scorpion is equipped with an optic, Ela will thumb the charging handle instead.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun (R0991)==&lt;br /&gt;
The [[M16 rifle series#Colt 9mm Submachine Gun (RO635)|Colt 9mm Submachine Gun (R0991)]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
A stylized [[IMI Uzi]] is added in Y6S4 Operation High Calibre as the &amp;quot;UZK50GI&amp;quot;. It is rechambered in .50 GI, has a high-powered destruction profile, and holds 22 rounds, with an incorrect +1 chambering.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[file:R6s UZI 01.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:R6s UZI 02.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:R6s UZI 03.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==POF PSG==&lt;br /&gt;
[[POF PSG]] is added in Y7S2 Operation Vector Glare as the &amp;quot;POF9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:POF PSG.jpg|thumb|none|450px|POF PSG with stock mounted sling - 9x19mm]]&lt;br /&gt;
[[file:R6s POF 01.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:R6s POF 02.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:R6s POF 03.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, quad-railed Daniel Defence handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, quad-railed Daniel Defence handguard, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image, as well as the altered pistol grip and DD handguard, both of which are slightly different to the actual rifle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle. Note the rail underneath the carry handle; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the C1 SMG. The SA80 does use this style of rail instead of the Picatinny rail, but it is thinner and flimsier-looking in-game.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release and proper British Army drill, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px|HK417s seen inside a weapons locker on the Favela level.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game). This was due to the R4-C previously being the most objectively best rifle in Ash's arsenal, leaving her G36C no real reason to exist in competitive play. The removal of the ACOG now forces Ash players to choose between an aggressive and distant playstyle.&lt;br /&gt;
&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG-Sauer SIG556xi|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite. When firing, and when the bolt locks back after the last shot, the bolt does not fully recoil backwards, and instead stops at the point where the ejection port/charging handle slot narrows; apparently the devs mistook the narrowed charging handle slot as a fixed part of the receiver.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] appears under the name &amp;quot;Aug A2&amp;quot;, the devs seemingly not realizing that AUG is an acronym and should be capitalized accordingly. It is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai and is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below. The Team Deathmatch gamemode added much later removes the ability to use operator abilities, and rather than giving Buck an empty shotgun, it actually removes the M26 from the weapon entirely. The M26-less rifle can also be seen in the loadout menu, though exclusively in the overview section, as actually clicking on it to customize brings the M26 back.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
[[File:R6C8NoM26.JPG|thumb|none|600px|The 933 sans M26.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] Enchanced Combat Carbine is the DMR option for Blackbeard and one of the two weapons included in his kit. It was later made available to FBI asset and questionable rogue: Flores. The Crane stock has been replaced with a Magpul UBR stock and Blackbeard has custom clips mounted on the handguards of his SR25 to allow the attachment of his rifle shield.&lt;br /&gt;
&lt;br /&gt;
It is a generally average but lackluster gun in comparison to others.&lt;br /&gt;
&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock. ]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer 16-inch aftermarket pencil barrel. Attaching this would technically make it a heavily modernized [[Colt Model 653]] instead of a proper Block II.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II. For whatever reason, his DD handguard has quad-weaver rails instead of the traditional picatinny, a truly odd design choice since Daniel Defense do not offer any product with this kind of rail system.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, aka Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail (similar to the Slovenian contract F2000s), and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|The SC3000K uses the same iron sights from the MP7.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing a spent magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6S F2000 Widegrip.jpg|thumb|none|600px|A suppressed SC3000K with the &amp;quot;Angled Grip,&amp;quot; which uses the classic style F2000 forearm.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to Tachanka's DP-28 and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka's primary weapon is a [[DP-28]], also known as the DP-27. At the release of the game, the DP was Tachanka's gadget, mounted onto tripod and able to be manned by anyone, even by enemies in unfortunate situations, and his primary weapons were the Vityaz and Saiga. In this tripod-mounted form it was called the &amp;quot;RP-46&amp;quot; in game, though this is the designation for the belt-fed, pistol-gripped version of the DP. Tachanka himself referred to it as the &amp;quot;DP-28.&amp;quot; Its magazines hold an erroneous 70 rounds. During its life as a mounted weapon, it incorrectly tracked the round in the chamber, but after being reworked into his primary weapon, it's correctly depicted as open-bolt, and the extra round was given to Tachanka's ammo reserve.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. In &amp;quot;Operation: Blood Orchid,&amp;quot; it was changed so that Tachanka kept the magazine loaded in the weapon when moving it instead of unloading and loading it every time, making it faster to move around.&lt;br /&gt;
&lt;br /&gt;
The 2020 October update made the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:R6S DP28 new promo.jpg|thumb|none|600px|The official art of the DP-28 after the update.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys in an official artwork.]]&lt;br /&gt;
[[File:R6s dp27 new.jpeg|thumb|none|600px|Render of Tachanka holding his new weapon in first person. The gun was given an unique, vintage-style reflex sight to match Tachanka's antique collector persona.]]&lt;br /&gt;
===Mounted version===&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-27 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
&lt;br /&gt;
When reloading from empty, the charging handle on Gridlock's M249 incorrectly springs back forwards after she pulls it back, while Capitão's M249 is correctly animated with him pushing the handle back forwards manually.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it was the only portable LMG available to Defenders, until Tachanka's rework made his DP-27 mobile.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode. Despite being modeled with an 8-round magazine tube, the SPAS only holds 7 (6+1) rounds in-game.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi SPAS-15 folding stock.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the two variants are unique even beyond the suppressor, with the standard variant being based on a prototype model of the SIX12, and the SD being based on the production version. This can most easily be seen in the much thicker buttpad of the SD. Several other surface details also differentiate the two guns that could have, for all purposes, used the same model for everything rearward of the suppressor.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's SIX12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed SIX12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the SIX12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
&lt;br /&gt;
While the AA-12 is correctly animated as having a non-reciprocating bolt handle when firing, the empty reload animation incorrectly shows the bolt reciprocating forwards when the player character releases it after pulling it back.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game (presumably standing for &amp;quot;Turkish Combat Shotgun&amp;quot;), the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, not even a groove in the Picatinny rail, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, Kali's LV Lance, and the generic GONNE-6 &amp;quot;Hand Cannon&amp;quot; gadget (actually a single-shot rifle), not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. In-game it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
The October 2020 Tachanka rework adds a [[Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget, known as the &amp;quot;Shumikha&amp;quot; in-universe. For whatever reason, the Shumikha fires incendiary grenades instead of high-explosives, and its operation is utterly bizarre: the Mosin's receiver is treated as semi-automatic and the bolt blows back like a gas-operated weapon, despite the real deal (still) being bolt-action, and the magazine of the launcher component itself is not animated, with Tachanka simply cramming in more grenades through the static loading gate when reloading the weapon without indexing the drum at all. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
&lt;br /&gt;
As an unintentional bit of irony, the in-game write-up claims that replacing Tachanka's machinegun stand with the Shumikha will lighten his gear load, while one of the main reasons leading up to the Kulakov being rejected in the first place was how heavy and unwieldy it is to use as a standard-issue weapon. To put it into perspective, an unloaded Kulakov weighs significantly more than a fully-loaded DP-28 (15kg vs. 11.5kg), and was designed to be fired with its bipod deployed. &lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
[[file:R6S Kulakov promo.jpg|thumb|none|600px|The official art of the Kulakov Launcher.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys on an official artwork.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (in fact you'd actually have to throw it directly at someone to get any kind of decent damage). However, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague Pistol==&lt;br /&gt;
An unknown, fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Pepperbox Pistol==&lt;br /&gt;
A 3-barreled Pepperbox pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols and the Mariette Pepperbox.&lt;br /&gt;
[[File:Mariette 4-barrel Pepperbox.jpg|thumb|none|400px|Mariette Pepperbox, 4-barrel model - .36 caliber]]&lt;br /&gt;
[[Image:Allen&amp;amp;ThurberPepperbox.jpg|thumb|none|400px|Allen &amp;amp; Thurber Pepperbox revolver.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either a [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen on the  &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office, and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on a movie poster parodying ''[[Mad Max]]'', called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun in the coaxial mount of an M4 Sherman tank.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]]s.&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Beretta_Px4_Storm&amp;diff=1521438</id>
		<title>Beretta Px4 Storm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Beretta_Px4_Storm&amp;diff=1521438"/>
		<updated>2022-09-24T09:05:36Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Television */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Introduced in 2004, the '''Px4''' uses the same short-recoil, rotating barrel action as the [[Beretta 8000 Cougar]] and uses the same trigger and safety system as the [[Beretta 92]] series, while being completely different in design from either. Lightweight polymer construction with steel inserts, a modular trigger group, fully enclosing slide, Picatinny rail, and changeable backstrap options for the grip are a radical departure from previous Beretta designs.&lt;br /&gt;
&lt;br /&gt;
'''The Beretta Px4 Storm and variants have appeared in the following films, television series, video games, and anime used by the following actors:'''&lt;br /&gt;
&lt;br /&gt;
=Beretta Px4 Storm=&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|right|400px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[image:PX4-Storm-Inox.jpg|right|thumb|400px|Beretta PX4 Storm Inox - .40 S&amp;amp;W]]&lt;br /&gt;
===Specifications===&lt;br /&gt;
(2004 - Present)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Pistol&lt;br /&gt;
&lt;br /&gt;
* '''Caliber(s):''' 9x19mm, .40 S&amp;amp;W, .45 ACP&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 1.7 lbs (0.79 kg)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 7.6 in (19.3 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length(s):''' 4 in (10.2 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 17 (9x19mm), 14 (.40 S&amp;amp;W), 9 &amp;amp; 10 (.45 ACP)&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Semi-Auto (DA/SA)&lt;br /&gt;
&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;
|'' [[Southland Tales]]'' || [[Seann William Scott]] || Roland Taverner ||  || 2006&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''[[Live Free or Die Hard]]'' || [[Bruce Willis]] || Det. John McClane || rowspan=2| || rowspan=3|2007&lt;br /&gt;
|-&lt;br /&gt;
|  [[Justin Long]] || Matthew Farrell&lt;br /&gt;
|-&lt;br /&gt;
|  [[Yorgo Constantine]] || Russo || With and without silencer&lt;br /&gt;
|-&lt;br /&gt;
|''[[From Paris with Love]]'' || || || Found in a car|| 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[District 13: Ultimatum]]'' ||[[Cyril Raffaelli]] ||  || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[The A-Team (2010)|The A-Team]]'' || [[Quinton Jackson]] || B.A Baracus || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Inception]]'' || [[Leonardo DiCaprio]] || Cobb || With and without suppressor || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sinners and Saints]]''||[[Kevin Phillips]]||Detective Will Ganz||||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Five Brothers (Comme les cinq doigts de la main)]]'' || [[Mathieu Delarive]] || Michael Hayoun || ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Colombiana]]'' || [[Zoe Saldana]] || Cataleya Restrepo || With and without suppressor || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Edgemen (Hranari)]]'' || [[Saša Rašilov]] || Petr Hloz ||  || 2011&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Lockout]]|| [[Vincent Regan]]|| Alex ||rowspan=2| ||rowspan=2|2012&lt;br /&gt;
|-&lt;br /&gt;
|  [[Jacky Ido]]|| Secret Service Agent Hock&lt;br /&gt;
|-&lt;br /&gt;
|''[[Guardian Angel (Schutzengel)]]|| [[Mickey Hardt]]|| hitman ||||2012&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Safe]]|| [[Igor Jijikine]]|| Chemyakin ||rowspan=2| ||rowspan=2|2012&lt;br /&gt;
|-&lt;br /&gt;
|  [[Jason Statham]]|| Luke Wright&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5 | ''[[The Cabin in the Woods]]'' || [[Patrick Sabongui]] || Elevator Guard || rowspan=5 | || rowspan=5 | 2012&lt;br /&gt;
|-&lt;br /&gt;
|  [[Fran Kranz]] || Marty&lt;br /&gt;
|-&lt;br /&gt;
|  [[Kristen Connolly]] || Dana&lt;br /&gt;
|-&lt;br /&gt;
|  [[Brian White]] || Daniel Truman &lt;br /&gt;
|-&lt;br /&gt;
|  [[Sigourney Weaver]] || The Director &lt;br /&gt;
|-&lt;br /&gt;
|''[[Taken 2]]'' ||  || Kidnapper || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunger Games: Mockingjay - Part 2, The|The Hunger Games:Mockingjay-Part 2]]''||[[Liam Hemsworth]]||Gale Hawthorne||||2015&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Colt 45]]'' || [[Anton Yakovlev]] || Carmini || ||rowspan=6| 2014&lt;br /&gt;
|-&lt;br /&gt;
| [[Alice Taglioni]] || Captain Isabelle Le Franc || holstered &lt;br /&gt;
|-&lt;br /&gt;
| ''[[3 Days to Kill]]''|| || CIA agents, Albino's men ||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Robocop (2014)|Robocop]]'' || [[Joel Kinnaman]] || Det. Alex Murphy  ||  | &lt;br /&gt;
|-&lt;br /&gt;
|  [[Michael K. Williams]] || Jack Lewis || Px4 Storm Inox with laser aiming device&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gila Baby]]''||Craig Fong|| Mongol assassin ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Tolerance (2015)|Zero Tolerance]]'' || [[Sahajak Boonthanakit]] || Peter ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Squad]]''|| [[Oumar Diaw]] || Manu|||| 2015&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[The Gunman]]'' || [[Peter Franzén]] || Reiniger || Suppressed and unsuppressed || rowspan=2 |2015&lt;br /&gt;
|-&lt;br /&gt;
|  [[Ray Winstone]] || Stanley ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Belko Experiment (2016)]]''|| [[Peter Serafinowicz]] || Belko Company security guards || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| ''[[John Wick: Chapter 2]]''|| [[Peter Serafinowicz]] || The Sommelier || || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Abang Long Fadil 2]]''|| [[Syamsul Yusof]] || D/Insp Wahab || || 2017&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[KL Special Force]]'' || [[Rosyam Nor]] || DSP Roslan ||  || rowspan=2 |2018&lt;br /&gt;
|-&lt;br /&gt;
|  [[Syamsul Yusof]] || Asyraff ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Girl in the Spider's Web, The|The Girl in the Spider's Web]]'' ||[[Claire Foy]]||Lisabeth Salander||||2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shaft (2019)|Shaft]]''||[[Jessie T. Usher]]||John &amp;quot;JJ&amp;quot; Shaft Jr.|| || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Triple Threat]]'' || [[Monica Siu-Kei Mok]] || Su Feng || || 2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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;275&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;325&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;75&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[24]]'' || [[Rick Schroder]] || Agent Mike Doyle || With and without silencer || rowspan=2|2001 - 2010&lt;br /&gt;
|-&lt;br /&gt;
|  [[Kiefer Sutherland]] || Jack Bauer ||&lt;br /&gt;
|-&lt;br /&gt;
|''[[Jericho]]''  || [[David Meunier]] || Russel ||  &amp;quot;Termination for Cause&amp;quot; || 2006 - 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Fringe]]'' || [[Joshua Jackson]] || Peter Bishop ||  || 2008 - ????&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Supernatural - Season 6]]''  || [[David Paetkau]] || Mark Campbell || &amp;quot;Exile on Main Street&amp;quot; (S06E01) || rowspan=2|2010&lt;br /&gt;
|-&lt;br /&gt;
|  [[Cindy Sampson]] || Lisa Braeden || &amp;quot;Two And A Half Men&amp;quot; (S06E02)&lt;br /&gt;
|-&lt;br /&gt;
|''[[Leverage - Season 3|Leverage]]''||[[Christian Kane]]||Elliot Spencer|| &amp;quot;The Big Bang Job&amp;quot; (S3E15)|| 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Supernatural - Season 7]]''  || [[DJ Qualls]] || Garth Fitzgerald IV || &amp;quot;Season Seven, Time for a Wedding!&amp;quot; (S07E08) || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Covert Affairs - Season 3]]''  ||  ||  || Inox, seen in glove-box / &amp;quot;Hang on to Yourself&amp;quot;|| 2012&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''[[Missing (2012)|Missing]]''  || [[Karel Dobrý]] || &amp;quot;Coffee man&amp;quot; || &amp;quot;A Busy Solitude&amp;quot; (S01E06) || rowspan=3|2012&lt;br /&gt;
|-&lt;br /&gt;
|  [[Tereza Vorísková]] || Oksana || rowspan=2| &amp;quot;A Busy Solitude&amp;quot; (S01E06), &amp;quot;Measure of a Man&amp;quot; (S1E07)&lt;br /&gt;
|-&lt;br /&gt;
|  [[Nick Eversman]] || Michael Winstone&lt;br /&gt;
|-&lt;br /&gt;
|''[[Continuum - Season 2]]'' || [[Lexa Doig]] || Sonya Valentine  ||With silencer || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Crossing Lines - Season 1|Crossing Lines]]''||[[Gabriella Pession]]||Eva Vittoria||||2013&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Beauty and the Beast - Season 1]]'' || [[Rena Sofer]] || Sabrina Meyer  || &amp;quot;Bridesmaid Up&amp;quot; (S1E09) || rowspan=2|2013&lt;br /&gt;
|-&lt;br /&gt;
|  [[Sendhil Ramamurthy]] || Gabriel Lowan  || &amp;quot;Never Turn Back&amp;quot; (S1E22)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Julie Lescaut]]'' || [[Luc Sonzogni]] || Olivier Dordain ||  &amp;quot;Mère et filles&amp;quot; (S23E05) || 2013&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Beauty and the Beast - Season 2]]'' || [[Haley Webb]] || Laura Scott  || &amp;quot;Don't Die on Me&amp;quot; (S2E09) || rowspan=2|2014&lt;br /&gt;
|-&lt;br /&gt;
|  [[Kristin Kreuk]] || Catherine Chandler  || &amp;quot;Held Hostage&amp;quot; (S2E11)&lt;br /&gt;
|-&lt;br /&gt;
|''[[Continuum - Season 3]]'' || [[Magda Apanowicz]] || Emily  ||With silencer || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Intelligence]]''  || Various || Criminals||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Suits]]'' || [[Sarah Rafferty]] || Donna Paulsen || &amp;quot;This Is Rome&amp;quot; (S4E10), Inox version || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wayward Pines - Season 1|Wayward Pines]]''||[[Charlie Tahan]]||Ben Burke||||2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sleepy Hollow (TV Series)|Sleepy Hollow - Season 4]]''||[[Janina Gavankar]]||Diana Thomas|| Season 4||2017&lt;br /&gt;
|-&lt;br /&gt;
|''[[Condor - Season 1|Condor]]''||[[Max Irons]]||Joe Turner||&amp;quot;Mistrust Blossoms&amp;quot; (S1E10)||2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Game ===&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;300&amp;quot;|'''Game 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;
| ''[[Ghost Recon Advanced Warfighter 2]]'' || || With optional suppressor || Xbox 360 &amp;amp; Playstation 3 versions only || 2007&lt;br /&gt;
|- &lt;br /&gt;
| ''[[Soldier of Fortune: Payback]]'' || &amp;quot;M.40&amp;quot; || w/ optional silencer and high-capacity magazine, can be dual-wielded || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil 5]] ''||  || With laser pointer || Only available in Mercenaries minigame as B.S.A.A. Jill Valentine || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Splinter Cell: Blacklist]]'' || &amp;quot;PX4 STORM .45&amp;quot; || w/ various mods ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[State of Decay]]'' || || ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon: Phantoms]]'' || &amp;quot;PX4&amp;quot; || || .40 S&amp;amp;W || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Watch Dogs]]'' || &amp;quot;PX4&amp;quot; || || 10 Round civilian legal magazine || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || Beretta PX4 Storm ||Insight M3 flashlight and extended backstrap  || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Division]]'' || &amp;quot;Px4 Type F&amp;quot; / &amp;quot;Px4 Type T&amp;quot; || || regular and &amp;quot;SD&amp;quot; models, respectively || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || &amp;quot;PX4 Storm&amp;quot; || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ironsight]]'' || &amp;quot;Px4 Storm&amp;quot; || || ||2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Division 2]]'' || &amp;quot;Px4 Type F&amp;quot; / &amp;quot;Px4 Type T&amp;quot; || || regular and &amp;quot;SD&amp;quot; models, respectively || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon Breakpoint]]'' || &amp;quot;PX4&amp;quot; || || ||2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;275&amp;quot;|'''Film/Series Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Canaan]]'' || Canaan  ||Type G with OD Green frame || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Puella Magi Madoka Magica the Movie: Rebellion]]'' || Homura Akemi || || 2013&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;
=Beretta Px4 Storm Compact=&lt;br /&gt;
[[Image:Px4StormCompact2.jpg|thumb|right|400px|Beretta Px4 Storm Compact - 9x19mm]]&lt;br /&gt;
[[File:Px4 Storm Compact Inox left view.jpg|thumb|right|400px|Beretta Px4 Storm Compact Inox - 9x19mm]]&lt;br /&gt;
===Specifications===&lt;br /&gt;
(2005 - Present)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Pistol&lt;br /&gt;
&lt;br /&gt;
* '''Caliber(s):''' 9x19mm, .40 S&amp;amp;W&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 1.7 lbs (0.77 kg)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 6.8 in (17.3 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length(s):''' 3.2 in (8.1 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 15 (9x19mm), 12 (.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Semi-Auto&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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 / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|| ''[[NCIS: Los Angeles - Season 7]]'' || [[Jamie Elle Mann]]  ||  Monica Lee ||  &amp;quot;Internal Affairs&amp;quot; (S7E10) || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Magnum P.I. (2018) - Season 2|Magnum P.I.]]''||||gunman||&amp;quot;Honor Among Thieves&amp;quot; (S2E02)||2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Beretta Px4 Storm Sub-Compact=&lt;br /&gt;
[[Image:Px4StormCompact.jpg|thumb|right|400px|Beretta Px4 Storm Sub-Compact - 9x19mm]]&lt;br /&gt;
===Specifications===&lt;br /&gt;
(2005 - Present)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Pistol&lt;br /&gt;
&lt;br /&gt;
* '''Caliber(s):''' 9x19mm, .40 S&amp;amp;W&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 1.6 lbs (0.74 kg)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 6.2 in (15.7 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length(s):''' 3 in (7.6 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 13 (9x19mm), 10 (.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Semi-Auto&lt;br /&gt;
&lt;br /&gt;
-----&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;
|rowspan=2|''[[Smokin' Aces 2: Assassins' Ball]]'' || [[Martha Higareda]] || Ariella Martinez || Akimbo || rowspan=2|2010&lt;br /&gt;
|-&lt;br /&gt;
|  [[Vinnie Jones]] || Finbar McTeague ||&lt;br /&gt;
|-&lt;br /&gt;
|''[[The A-Team (2010)|The A-Team]]'' || [[Jessica Biel]] || Lieutenant Charisa Sosa || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[A Good Day to Die Hard]]'' || [[Yuliya Snigir]] || Irina Komarov || || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lupin the 3rd]]'' || [[Meisa Kuroki]] || Fujiko Mine || || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Squad]]'' || [[Stefi Celma]] || Ricci || || 2015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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 / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Sanctuary]]'' || [[Amanda Tapping]] || Dr. Helen Magnus ||rowspan=2|&amp;quot;Monsoon&amp;quot; (S04E04)  || rowspan=2|2008 - ????&lt;br /&gt;
|-&lt;br /&gt;
|  [[Tora Hylands]] || Nicholls&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Nikita (2010) - Season 2|Nikita - Season 2]] ||[[Peter Outerbridge]] || Ari Tasarov || rowspan=2| || rowspan=2|2011&lt;br /&gt;
|-&lt;br /&gt;
|  [[Lyndsy Fonseca]] ||Alexandra &amp;quot;Alex&amp;quot; Udinov&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|[[The Walking Dead - Season 5]] || [[Michael Traynor]]  || Nicholas || &amp;quot;Remember&amp;quot; (S5E12) || rowspan=2|2015&lt;br /&gt;
|-&lt;br /&gt;
|| [[Tyler James Williams]] || Noah || &amp;quot;Remember&amp;quot; (S5E12)&lt;br /&gt;
|-&lt;br /&gt;
|''[[Powers]]'' || [[Sharlto Copley]] || Detective Christian Walker || || 2015 - onward&lt;br /&gt;
|-&lt;br /&gt;
|''[[Westworld]] || [[Luke Hemsworth]], [[Tessa Thompson]] || Ashley Stubbs, Charlotte Hale || || 2016 - 2020&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta}}&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Pistol]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Grand_Theft_Auto_IV&amp;diff=1498006</id>
		<title>Grand Theft Auto IV</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Grand_Theft_Auto_IV&amp;diff=1498006"/>
		<updated>2022-04-27T17:35:22Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* IMI Uzi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Grand Theft Auto IV&lt;br /&gt;
|picture = Gta-iv-boxart.png&lt;br /&gt;
|caption =  ''Grand Theft Auto IV''&lt;br /&gt;
|series= Grand Theft Auto&lt;br /&gt;
|date= 2008&lt;br /&gt;
|developer=Rockstar North&lt;br /&gt;
|platforms=Playstation 3&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher= 2K Games&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Grand Theft Auto IV''''' is the fourth numbered game in the popular ''Grand Theft Auto'' franchise, developed by Rockstar North and published by Rockstar Games. The game was released in April of 2008 for PS3 and Xbox 360, with a PC version following in December of that year. Two additional downloadable content packs for the game, ''The Lost and the Damned'' and ''The Ballad of Gay Tony'', were released on Xbox 360 in 2009 as timed exclusives, with PS3 and PC versions following in 2010.&lt;br /&gt;
&lt;br /&gt;
The game is set in &amp;quot;Liberty City&amp;quot;, a fictionalized, compacted version of New York City, with the main game's plot focusing on an Eastern European immigrant, Niko Bellic, as he moves to Liberty City to join his cousin Roman and live the American dream, only to become involved with the city's criminal underworld. The DLC episodes instead cast the player in the role of two minor characters from Niko's story, respectively starring biker Johnny Klebitz and Dominican gangster Luis Fernando Lopez. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The standard handgun in Grand Theft Auto IV is visibly a first generation [[Glock 17]]. It is the standard issue police sidearm and is used by all law enforcement agents and many other characters throughout the game, and is the first firearm in the game. The texture on the slide misidentifies it as a [[Glock 22]]; on the frame, there is only one pin above the trigger, confirming that it is in fact a Glock 17 as suggested by the in-game references to it being a &amp;quot;9mm&amp;quot;. In addition, the front sights are simply a mirror image of the rear sights. It is also the primary gun a vigilante will use when attacking. The gun also has a wide slide that is typically found on a [[Glock 21]].&lt;br /&gt;
&lt;br /&gt;
In ''The Ballad of Gay Tony'', Tony Prince attempts to commit suicide with a Glock after an associate of his is kidnapped, but fails because he &amp;quot;didn't know to take the safety off&amp;quot;. This is incorrect for a real Glock, though some airsoft Glocks use the slide lock tabs as a trigger safety; this may have been the source of the error since other guns in the game are based on airsoft weapons.&lt;br /&gt;
[[File:Glock171stGen.jpg|thumb|none|300px|Glock 17 (1st Generation) - 9x19mm]]&lt;br /&gt;
[[File:Glock 22.jpg|thumb|none|300px|Glock 22 (2nd Generation) - .40 S&amp;amp;W, for comparison. Note how this model has a second pin behind the takedown lever, for retention of the locking block.]]&lt;br /&gt;
[[File:Pistol 4.png|thumb|none|300px|The in-game &amp;quot;Pistol&amp;quot;. Note the &amp;quot;22&amp;quot; marking and the barely visible [[Glock (Manufacturer)|Glock]] logo.]]&lt;br /&gt;
[[File:GTAIV glock world.jpg|thumb|none|600px|A Glock on the ground.]]&lt;br /&gt;
[[File:GTAIV glock holding.jpg|thumb|none|600px|Niko takes aim at nothing in particular with his Glock.]]&lt;br /&gt;
[[File:GTAIVTBOGTGlock22.jpg|thumb|none|600px|Liberty City Gun Club (a parody of the NRA) member Eugene Reaper playing hero during the mission &amp;quot;Three Leaf Clover&amp;quot; takes aim with his Glock. Here you can see the gun has a wide slide that is typically found on a .45 caliber [[Glock 21]]. As an interesting easter egg if you listen to this guy's dialogue while he is on the floor you can spot a reference to a [[Point Break (1991)|certain movie with a similar scene]].]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A variety of characters use the &amp;quot;Combat Pistol&amp;quot;, a [[Desert Eagle Mark XIX]] with a 9-round magazine, but with the .50 AE version's unfluted barrel. The lettering on the slide implies it was based on a reference model with .50 AE or .44 markings, since it says it is a &amp;quot;Deagle .47&amp;quot;. It is (obviously) more powerful than the Glock, though the lower capacity make its superiority to the Glock a matter of opinion.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|300px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:GTAIV desetr eagle world.jpg|thumb|600px|none|In-game &amp;quot;Combat Pistol&amp;quot;. It was likely based on a replica: note the missing magazine release and uneven coloration typical of poor-quality plastic. Note also the incorrect short slide serrations (which appear closer to that of an earlier [[Desert Eagle Mark VII|Mark VII]] variant). However, the top rail - a Mark XIX feature - is also visible in this image.]]&lt;br /&gt;
[[Image:GTAIV-Deagle-1.jpg|thumb|none|600px|Having just been run over by a car, Niko is in no mood for ornery pedestrians. True to its nature, the Desert Eagle has visibly more recoil than Glock, although not seen in this frame. However, this is only the case in the PC version of GTA IV; in the console counterpart and in all versions of TLAD/TBoGT, it has the same visual recoil as the Glock.]]&lt;br /&gt;
[[Image:GTAIV-Deagle-2.jpg|thumb|none|600px|His anger satisfied for now, Niko reloads. Reloads in GTA IV are limited in detail due to the mostly static in-game weapon models; here Niko inserts an invisible magazine into his Desert Eagle, followed by miming pulling back the model's immobile slide. The slide also remains stationary when the weapon is fired.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;== &lt;br /&gt;
A cheap and poorly done airsoft version of the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] appears as the &amp;quot;Pump Shotgun&amp;quot;. As usual for cheap replicas, the details of this are mixed with another model, in this case with the trigger guard and ejection port of the [[Remington 870]]. Various gang members, biker vigilantes, and some LCPD, NOOSE, and FIB (in-game counterpart of the real FBI) officers make use of it. The in-game version has a side-mounted ejection port instead of the Ithaca's underside loading/ejection port, no loading port at all, and holds eight shells instead of the Ithaca's four. Packie McReary uses one during &amp;quot;Three Leaf Clover&amp;quot; before switching to his AK-47 and Gordon Sargent uses one during the mission &amp;quot;Waste Not Want Knots&amp;quot;. When reloading, Niko always loads two shells, regardless of the number of rounds remaining.&lt;br /&gt;
[[Image:xxhardball.jpg|none|400px|thumb|'''Airsoft''' Ithaca 37 &amp;quot;Stakeout&amp;quot; replica, identical to the one used in the game.]]&lt;br /&gt;
[[Image:Ithaca Stakeout Parkerized.jpg|thumb|none|400px|An actual Ithaca 37 &amp;quot;Stakeout&amp;quot; for comparison - 12 gauge]]&lt;br /&gt;
[[Image:GTAIV itacha world.jpg|thumb|none|600px|In-game &amp;quot;Pump Shotgun&amp;quot;. Note obvious features from the above Airsoft gun, including the missing loading port and a receiver which is both too short and upside-down, grip and trigger guard, and strange flared section at the base of the barrel.]]&lt;br /&gt;
[[Image:GTAIV-Stakeout-1.jpg|none|600px|thumb|The Ithaca 37 held by Niko.]]&lt;br /&gt;
[[File:GTAIVIthaca37Cutscene.jpg|none|600px|thumb|A paranoid Jimmy Pegorino holds an Ithaca 37 at Niko.]]&lt;br /&gt;
[[File:GTAIVIthaca37Cutscene2.jpg|none|600px|thumb|Another angle of Jimmy holding the Ithaca 37.]]&lt;br /&gt;
[[File:GTAIVIthaca37Cutscene3.jpg|none|600px|thumb|Packie McReary holds the Ithaca 37 during the famous bank robbery mission.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1100 TAC 4==&lt;br /&gt;
The semi-auto [[Remington Model 1100|Remington 1100 TAC 4]] appears as the &amp;quot;Combat Shotgun&amp;quot;. It becomes available later in the game, and can be obtained from LCPD patrol cars even though the cops themselves use the Pump Shotgun when provoked. The in-game version can hold ten shells, two more than its real-life counterpart. It also has a fancy thumbhole stock, barrel ribbing, and a bayonet mount. Interesting to note, while the shotgun is semi-automatic in normal combat, when blind-firing the weapon around a corner, Niko will rack a non-existent pump. As with the Ithaca, the player character always loads two shells when reloading. In the PC version of GTA IV, Niko erroneously inserts ''both'' shells into the side's ejection port, while in the console counterpart and in all versions of TLAD/TBoGT they are correctly inserted in the loading port at the bottom.&lt;br /&gt;
[[Image:Remington1100Tactical.jpg|thumb|none|500px|Remington Model 1100 Tactical Shotgun - 12 gauge. This is a factory configuration for a tactical setup, featuring a high-capacity magazine tube and oversized charging handle.]]&lt;br /&gt;
[[Image:GTAIV tac1100 world.jpg|thumb|none|600px|The &amp;quot;Combat Shotgun&amp;quot; on the ground.]]&lt;br /&gt;
[[Image:GTAIV-Remington-1.jpg|none|600px|thumb|Niko holds his Remington Model 1100 TAC 4 shotgun as he hides in the subway after angering the cops.]]&lt;br /&gt;
[[Image:GTAIV-Remington-2.jpg|none|600px|thumb|Remembering the title of the game, Niko uses his Model 1100 to commit the deed in question.]]&lt;br /&gt;
[[File:GTAIVRemington1187.jpg|none|600px|thumb|A closeup on Niko's Remington 1100 TAC 4.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
Many criminals in Liberty City use the [[Micro Uzi]]. The weapon packs 50 rounds into the modeled 32-round magazine. It compensates for short range and low accuracy with both a high magazine (the highest in the original game) and a high rate of fire. Jacob uses one several times during the story.&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|325px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm]]&lt;br /&gt;
[[Image:GTAIV micro uzi world.jpg|thumb|none|600px|The &amp;quot;Micro SMG&amp;quot; on the ground. The &amp;quot;A-F-S&amp;quot; selector markings indicate that this is an Uzi Pistol that has been converted to full-auto.]]&lt;br /&gt;
[[Image:GTAIV micro uzi holding.jpg|thumb|600px|none|Niko holds a Micro Uzi in the PC version of GTA IV. In the console counterpart and in all versions of TLAD/TBoGT, the player character grasps the pistol grip with both hands.]]&lt;br /&gt;
&lt;br /&gt;
==Special Weapons MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|MP-10]] is a standard issue for LCPD N.O.O.S.E. teams and is also used by some gang members. It has a smaller magazine capacity (thirty rounds) than the Micro SMG, but despite using the same 9mm cartridge, is more accurate, more damaging, and has a somewhat longer effective range. In the PC version of GTA IV, Niko racks the charging handle after reloading, while in the console counterpart and in all versions of TLAD/TBoGT, only an HK slap is performed, indicating that the charging handle incorrectly locked back on its own before changing the magazine.&lt;br /&gt;
[[Image:Mp10catch1.JPG|thumb|none|400px|Special Weapons MP-10 - 9x19mm]]&lt;br /&gt;
[[Image:GTAIV mp10 world.jpg|thumb|none|600px|In-game &amp;quot;SMG&amp;quot;. Humorously, the fire selector is both backwards and set on safe.]]&lt;br /&gt;
[[Image:GTAIV mp10 holding.jpg|thumb|none|600px|Niko holds an MP-10 in the lobby of a safehouse.]]&lt;br /&gt;
[[Image:Sw-mp10.jpg|thumb|none|600px|Niko brandishes an MP-10 in a shot from a trailer. Note the early lower-quality texture.]]&lt;br /&gt;
[[Image:1205334895screen.jpg|thumb|none|600px|Niko fires the MP-10.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
Liberty City's criminals make extensive use of [[AK-47]]s. It is also seen in Niko's hands to execute the final antagonist in the &amp;quot;Revenge&amp;quot; ending of the game (even if the player was not equipped with one before that cutscene).&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|Type III AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:GTAIV ak47 world.jpg|thumb|600px|none|The &amp;quot;Assault Rifle&amp;quot; in-game.]]&lt;br /&gt;
[[Image:GTAIV-AK-1.jpg|thumb|600px|none|The &amp;quot;rifle in cover&amp;quot; hand positions seem designed for a gun with a magazine for Niko to rest the base of his left hand against; as can be seen here, this doesn't exactly work with the AK.]]&lt;br /&gt;
[[File:GTAIVAK47Finale.jpg|thumb|600px|none|Jimmy Pegorino opens fire with an AK-47.]]&lt;br /&gt;
[[File:GTAIVAK47TBoGT.jpg|thumb|600px|none|An arms-smuggling thug in TBGoT's mission [[Borat: Cultural Learnings of America for Make Benefit Glorious Nation of Kazakhstan|Sexy Time]] runs with his AK-47.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1 Carbine]] is issued to LCPD N.O.O.S.E teams, prison guards, and select officers guarding public places such as subway stations and the airport, and appears to have the carry handle removed and has only a stick-up rear sight. The firearm also appears in the hands of organized crime groups. It also appears to have a much longer barrel than the standard 14.5 inch. Niko uses an M4A1 during the mission &amp;quot;Three Leaf Clover&amp;quot;.&lt;br /&gt;
[[Image:ColtM4A1-2.jpg|thumb|none|450px|Colt M4A1 with carry handle removed - 5.56x45mm]]&lt;br /&gt;
[[Image:GTAIV m4 world.jpg|thumb|600px|none|In-game &amp;quot;Carbine Rifle&amp;quot;. This is a contradiction in the strictest sense, since &amp;quot;carbine&amp;quot; usually refers to a shortened version of a full-sized rifle or musket; &amp;quot;carbine rifle&amp;quot; would mean the weapon is both shortened ''and'' full-length. Note the fire selector is on semi.]]&lt;br /&gt;
[[Image:GTAIV-M4.jpg|thumb|none|600px|Niko lurks around near the El, armed with an M4A1.]]&lt;br /&gt;
[[Image:GTAIV-M4-2.jpg|thumb|none|600px|Niko uses the iron sights of the M4A1 as he very slowly evades the police.]]&lt;br /&gt;
[[Image:GTAIV m4 reloading.jpg|none|thumb|600px|Niko reloads his M4A1 by pulling a non-existent charging handle on the side of the weapon, simply willing 30 fresh bullets into existence.]]&lt;br /&gt;
[[File:GTAIVM4A1TBoGT.jpg|none|thumb|600px|Niko holds the M4A1 in the mission during the robbery in &amp;quot;Three Leaf Clover&amp;quot;.]]&lt;br /&gt;
[[File:GTAIVFIBM4A1.jpg|none|thumb|600px|An FIB squad with their M4A1s.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Remington 700==&lt;br /&gt;
The basic bolt-action sniper rifle featured in the game is the [[Remington 700]], used by the majority of the marksmen. The weapon is fitted with an extended ten-round detachable box magazine, but only holds five rounds for gameplay purposes. Niko uses one to cover Packie during a drug deal and when he later hits a construction site with Playboy X.&lt;br /&gt;
[[Image:Remington 700 BDL.jpg‎|thumb|none|500px|Remington 700 - 7.62x51mm]]&lt;br /&gt;
[[Image:GTAIV r700 world.jpg|thumb|none|600px|The in-game &amp;quot;Sniper Rifle&amp;quot;.]]&lt;br /&gt;
[[Image:GTAIV-Sniper-4.jpg|thumb|none|600px|Niko with a Remington 700. Note the &amp;quot;rifle in cover&amp;quot; hand positions again, here meaning Niko is gripping a non-existent pistol grip.]]&lt;br /&gt;
[[Image:GTAIV-Sniper-1.jpg|thumb|none|600px|Niko sneaks along, armed with his Remington 700. Note the right-handed bolt on the model. From this angle, it's even clearer than the hand positions were never designed with this weapon in mind.]]&lt;br /&gt;
[[Image:GTAIV-Sniper-2.jpg|thumb|none|600px|The Remington uses a mil-dot scope with an illuminated centre.]]&lt;br /&gt;
[[Image:GTAIV r700 reloading.jpg|thumb|none|600px|Niko reloads the Remington. As well as the usual static magazine, he operates the bolt as if it is ''left'' handed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
The &amp;quot;Combat Sniper&amp;quot; rifle is a [[Heckler &amp;amp; Koch PSG-1]]. It has pinpoint accuracy and holds ten rounds, but is (appropriately) very expensive. The weapon's scope is modeled after the [[SVD Dragunov]]s PSO-1 reticle and features a stadiametric rangefinder, which (as is standard in most games) is for decoration only; the bullets always hit the dead centre of the crosshair regardless of range.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GTAIV psg1 world.jpg|thumb|none|600px|In-game &amp;quot;Combat Sniper&amp;quot;.]]&lt;br /&gt;
[[Image:GTAIV-PSG1-1.jpg|thumb|none|600px|Out and about at dawn, Niko brandishes his H&amp;amp;K PSG-1.]]&lt;br /&gt;
[[Image:GTAIV-PSG1-2.jpg|thumb|none|600px|Niko sights up a gang member with the scope of his PSG-1.]]&lt;br /&gt;
[[Image:GTAIV psg1 reloading.jpg|thumb|none|600px|Reloading the PSG-1.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is the only rocket launcher in the game and can be found occasionally in the game world; it is also given to the player during some missions. It can destroy most vehicles in the game in a single hit.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|500px|RPG-7 rocket launcher - 40mm]]&lt;br /&gt;
[[Image:GTAIV rpg7 world.jpg‎|thumb|600px|none|An unloaded &amp;quot;Rocket Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:GTAIV-RPG-1.jpg|none|thumb|600px|Niko holds an RPG-7.  Note that he uses only the rear grip while the weapon is not in use.]]&lt;br /&gt;
[[Image:GTAIV-RPG-2.jpg|none|thumb|600px|On the other hand, he holds it properly when aiming down the sights.]]&lt;br /&gt;
[[Image:GTAIV-RPG-3.jpg|none|thumb|600px|The conventional methods of hailing a cab having failed him, Niko resorts to more extreme measures. Note the swirling smoke trail from the rocket. Here Niko is reloading; a few frames after this the rocket simply reappears in the launcher after Niko brings his empty left hand up to the muzzle.]]&lt;br /&gt;
[[Image:GTAIV-RPG-4.jpg|none|thumb|600px|An RPG-7 can be seen on the &amp;quot;Battle Babe&amp;quot; poster left of the gun dealer's head.]]&lt;br /&gt;
[[File:GTAIVNikoRPG7.jpg|none|thumb|600px|Closeup on the blast port and sights from a pre-release screenshot.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==M26A1 Grenade==&lt;br /&gt;
The [[M26 hand grenade]] has a five-second fuse from pin release. An audible alarm beep sounds after three seconds when trying to &amp;quot;cook off&amp;quot; the grenade.&lt;br /&gt;
[[file:200px-M-67handgrenade.jpg|thumb|none|150px|M26 HE Frag hand grenade]]&lt;br /&gt;
[[file:GTAIV m26 granatworld.jpg|thumb|none|600px|The in-game &amp;quot;Grenade&amp;quot;.]]&lt;br /&gt;
[[file:GTAIV m26 granat holding.jpg|thumb|none|600px|Niko holds an M26A1 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov Cocktails==&lt;br /&gt;
Rudimentary spirit bottles with a rag. Set alight when equipped. Amusingly, Niko does not extinguish the rag before putting them inside his jacket when switching weapons.&lt;br /&gt;
[[file:GTAIV molotov world.jpg|thumb|none|600px|The in-game &amp;quot;Molotov&amp;quot;.]]&lt;br /&gt;
[[file:GTAIV molotov holding.jpg|thumb|none|600px|Niko holds a Molotov Cocktail.]]&lt;br /&gt;
&lt;br /&gt;
=''The Lost and Damned''=&lt;br /&gt;
[[Image:gta-iv-lost-and-damned.jpg|right|thumb|300px|''GTA IV - The Lost and Damned'']]&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are seen in addition to the previously listed weapons in ''Grand Theft Auto IV''''':&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The expansion pack ''The Lost and Damned'' features a [[CZ 75 Automatic]], the machine pistol version of the CZ 75 pistol. It holds seventeen rounds in the standard magazine (which seems to imply that one round is always chambered) and is referred to as the &amp;quot;Automatic 9mm&amp;quot;. It is introduced in the mission &amp;quot;Bad Cop Drop&amp;quot;. It is very accurate and has a very high firing rate, but it isn't that powerful. The original game's Glock &amp;quot;Pistol&amp;quot; even seems to do more damage than this weapon. &lt;br /&gt;
[[file:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[file:EFLC tlad cz75 holding.jpg|thumb|none|600px|Johnny aiming the &amp;quot;Automatic 9mm&amp;quot;.]]&lt;br /&gt;
[[file:EFLC tlad cz75 reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:EFLC tlad cz75 world.jpg|thumb|none|600px|The CZ 75 Automatic on the ground; note how it lacks a spare magazine. It also has an atypical steel finish and wooden grips.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1100 TAC 4 (with collapsible stock and pistol grip)==&lt;br /&gt;
''The Lost and Damned''’ rendition of the [[Remington Model 1100|Remington 1100 TAC 4]] is fitted with an M4 Carbine-style collapsible stock and a pistol grip. Note that the thumbhole-stocked model from the original game (seen above) is seen when purchasing from Terry's gun van and normal weapon shops, but the new version is always used during gameplay.&lt;br /&gt;
[[Image:Remington1100.jpg|thumb|none|500px|Remington Model 1100 Tactical with pistol grip stock - 12 gauge]]&lt;br /&gt;
[[file:EFLC tlad Remington 1100 TAC 4 holding.jpg|thumb|none|600px|Johnny aims his story exclusive &amp;quot;Combat Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:EFLC tlad Remington 1100 TAC 4 reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:EFLC tlad Remington 1100 TAC 4 world.jpg|thumb|none|600px|The Remington 1100 TAC 4 leaning against a wall.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-off Double Barreled Shotgun== &lt;br /&gt;
The [[Sawed-off Double Barrel Shotgun]] is called the &amp;quot;Sawn-Off Shotgun&amp;quot; in the game. It is the first weapon that Johnny is equipped with at the start. It is the first shotgun in the series that can be fired from a motorcycle. Unlike the other shotguns in the game, this shotgun has an accurate ammo capacity of only two shells. On a bike, this weapon is very effective, as it can take down almost any target in no time. On foot, it has a very wide range but a very slow rate of fire due to its small capacity. It's a good weapon to have, but it can't compare to the Striker-12.&lt;br /&gt;
[[file:RossiOverlandSBSSide.jpg|thumb|none|400px|Rossi Overland Sawn-Off Shotgun - 12 gauge]]&lt;br /&gt;
[[file:EFLC tlad saweed of holding.jpg|thumb|none|600px|Johnny gets sick of his bike and decides to put it down with his Sawn-off.]]&lt;br /&gt;
[[file:EFLC tlad saweed of reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:EFLC tlad saweed of world.jpg|thumb|none|600px|The weapon on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Penn Arms Striker-12]] is called an &amp;quot;Assault Shotgun&amp;quot; in the game, but characters also refer to it as a &amp;quot;Street Sweeper&amp;quot;. It holds an incorrect eight shells and is incorrectly portrayed as being fully automatic with an extremely high rate of fire (the real-life Striker-12 holds twelve rounds and is semi-automatic). It can dispatch enemies and vehicles in no time, including helicopters. It is introduced in the mission &amp;quot;Heavy Toll&amp;quot;, but is notably used during the mission &amp;quot;Shifting Weight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the assault rifles in the base game, in-game characters will reload the Striker-12 with a pull of a nonexistent charging handle, and then simply willing eight fresh 12 gauge shells into existence. The real weapon instead requires shells to be loaded one-by-one into the magazine, and doesn't have a cocking handle.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|450px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[file:EFLC tlad sweeper holding.jpg|thumb|none|600px|The Postal Dude aims his new-found Striker as he realizes he isn't in Arizona anymore.]]&lt;br /&gt;
[[file:EFLC tlad sweeper reloading.jpg|thumb|none|600px|Reloading the weapon by simply on a nonexistent charging handle.]]&lt;br /&gt;
[[file:EFLC tlad sweeper world.jpg|thumb|none|600px|The Striker-12 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK69A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK69A1]] is called the &amp;quot;Grenade Launcher&amp;quot; in the game. It can be used to bounce grenades off walls and corners in a similar fashion to the RPG. It is introduced in the mission &amp;quot;Action/Reaction&amp;quot;. It is very effective, but sometimes overshoots the intended target. Though it fires one grenade at a time, up to twenty can be held in reserve.&lt;br /&gt;
[[file:HK69A1.jpg|thumb|400px|none|Heckler &amp;amp; Koch HK69A1 - 40x46mm]]&lt;br /&gt;
[[file:EFLC tlad HK69A1 holding.jpg|thumb|none|600px|Finding that his bike is quite resilient to buckshot, Johnny takes a more explosive option.]]&lt;br /&gt;
[[file:EFLC tlad HK69A1 reloading.jpg|thumb|none|600px|Loading a round.]]&lt;br /&gt;
[[file:EFLC tlad HK69A1 world.jpg|thumb|none|600px|The HK69A1 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Pipe Bombs==&lt;br /&gt;
Has basically the same attributes as grenades. Introduced in the mission &amp;quot;Hit the Pipe&amp;quot;.&lt;br /&gt;
[[file:EFLC tlad Pipe Bombs holding.jpg|thumb|none|600px|Johnny with a pipe bomb in his hand.]]&lt;br /&gt;
&lt;br /&gt;
=''The Ballad of Gay Tony''=&lt;br /&gt;
[[Image:gta ballad of gay tony.jpg|thumb|right|300px|''GTA IV - The Ballad of Gay Tony'']]&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are seen in addition to the previously listed weapons in ''Grand Theft Auto IV''''':&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AMP Auto Mag Model 180==&lt;br /&gt;
The [[AMC Auto Mag Pistol|AMP Auto Mag Model 180]] appears as the &amp;quot;.44&amp;quot;, and still oddly shares ammo with the two other pistols. It is first obtained in the &amp;quot;Boulevard Baby&amp;quot; mission. It is more powerful than the Desert Eagle, but holds 8 rounds as opposed to the Desert Eagle's 9-round capacity and fires slower. One early press screenshot from the beta version of the GTA IV depicted Niko holding this pistol, from which it can be concluded that it was originally to be used in the original game, but was removed, and returned only in the DLC.&lt;br /&gt;
[[Image:Automag.jpg|thumb|350px|none|Auto Mag Model 180 - .44 AMP]]&lt;br /&gt;
[[file:EFLC gay tony auto mag holding.jpg|thumb|none|600px|Luis aiming the &amp;quot;.44&amp;quot;, relieved by the fact that gunshots automatically prompt nearby drivers to abandon their vehicles instead of fleeing in them.]]&lt;br /&gt;
[[file:EFLC gay tony auto mag reloading.jpg|thumb|none|600px|Having angered the LCPD by scaring pedestrians with gunfire, Luis racks the slide of his &amp;quot;.44&amp;quot;.]]&lt;br /&gt;
[[file:EFLC gay tony auto mag world.jpg|thumb|none|600px|Luis takes a look at an Auto Mag pistol after eliminating its previous owner.]]&lt;br /&gt;
[[file:GTAIV prelease Niko on the roof.jpg|thumb|none|600px|An Auto Mag seen in Niko's hand in a pre-release screenshot.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
An [[AA-12|AA-12 CQB]] with a twenty-round drum magazine appears as the &amp;quot;Automatic Shotgun&amp;quot;, despite the fact that it (incorrectly) fires in semi-automatic mode, at a slow firing rate of 120 RPM. This is likely for game balance, as its real fire rate of 300 RPM would make it insanely overpowered. Real semi-auto versions (such as the ones developed by Sol Invictus Arms) wouldn't enter production until many years after TBoGT's release.&lt;br /&gt;
&lt;br /&gt;
It is also available as the &amp;quot;Explosive Shotgun&amp;quot; which, as the name implies, fires explosive FRAG-12 rounds, identifiable by the green shells it ejects. These shells have massive concussive force, deforming vehicles on impact and easily getting cars to start burning in a few shots. This would especially explain why the firing rate is much lower than it would normally be. &lt;br /&gt;
&lt;br /&gt;
[[file:AA-12 CQB.jpg|thumb|450px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[file:EFLC gay tony aa12 holding.jpg|thumb|none|600px|Luis uses his newfound Automatic Shotgun to catch a cab with force.]]&lt;br /&gt;
[[file:EFLC gay tony aa12 reloading 1.jpg|thumb|none|600px|Having failed, he mimes a reload as per the GTA IV reload by-laws.]]&lt;br /&gt;
[[file:EFLC gay tony aa12 world.jpg|thumb|none|600px|The AA-12 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]], called &amp;quot;Assault SMG&amp;quot; is found early in the game. It is outfitted with a suppressor and despite using the proprietary 5.7x28mm ammo in real life, it still shares ammo with the three other SMGs (which are chambered in 9x19mm). It's the only SMG that cannot be used for drive-by shootings, though in reality the balancing and size of the P90 make it less unwieldy when fired one-handed than what might be expected.&lt;br /&gt;
[[file:FNP90.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[file:EFLC gay tony P90holding.jpg|thumb|none|600px|With his phone entirely replacing it, Luis decides to sight in a telephone booth.]]&lt;br /&gt;
[[file:EFLC gay tony P90 reloading 1.jpg|thumb|none|600px|Reloading the &amp;quot;Assault SMG&amp;quot;.]]&lt;br /&gt;
[[file:EFLC gay tony P90 world.jpg|thumb|none|600px|World model of the P90.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The &amp;quot;Gold SMG&amp;quot;, obtained from Yusuf Amir's car after finishing all of his missions, is a full-size [[Uzi#Uzi|IMI Uzi]] submachine gun with a golden finish and the stock removed. It has the highest rate of fire of all the SMGs available, but suffers from poor accuracy on account of being hip-fired.&lt;br /&gt;
[[File:GTAIVTBoGTGoldUzi.jpg|thumb|none|400px|Gold IMI Uzi similar to the one in game - 9x19mm]]&lt;br /&gt;
[[file:EFLC gay tony uzi holding.jpg|thumb|none|600px|Having survived Yusuf's incredibly elaborate missions, Luis celebrates by aiming his &amp;quot;Gold SMG&amp;quot; at passing traffic.]]&lt;br /&gt;
[[file:EFLC gay tony uzi reloading.jpg|thumb|none|600px|Cocking the weapon by ramming his arm into the cocking handle.]]&lt;br /&gt;
[[file:EFLC gay tony uzi world.jpg|thumb|none|600px|The golden Uzi on the ground in all its excessively rich and wasteful glory. Though in a brief display of sensibility, the magazine has not been gold plated.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]], called &amp;quot;Advanced MG&amp;quot; is found mid-late in the game. Accurately holds two-hundred rounds, giving it the 2nd largest capacity of any bullet-firing weapon in the series (later tied with the extended mag version of its GTA V counterpart), only outnumbered by the minigun in other GTA games.&lt;br /&gt;
[[file:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[file:EFLC gay tony m249 holding.jpg|thumb|none|600px|Store brand Luis becomes enraged at the lack of baseball at this diamond and fires his &amp;quot;Advanced MG&amp;quot; in rage.]]&lt;br /&gt;
[[file:EFLC gay tony m249 reloading.jpg|thumb|none|600px|Reloading reveals an attempt to close a feed cover still fixed to the gun.]]&lt;br /&gt;
[[file:EFLC gay tony m249 world.jpg|thumb|none|600px|The M249 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-Precision DSR-1==&lt;br /&gt;
The [[DSR-Precision DSR-1]] sniper rifle is first used in the mission &amp;quot;Caught with your Pants Down&amp;quot; to free an APC from a helicopter. It holds ten rounds (the real DSR only holding 4 or 5 rounds, depending on caliber), has an unique green-tinted scope and is able to fire explosive rounds (only in multiplayer; in singleplayer it fires standard rounds).&lt;br /&gt;
[[file:Dsr1.jpg|thumb|none|450px|DSR-precision DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:EFLC gay tony dsr-1 holding.jpg|thumb|none|600px|Having angered the LCPD for the daring act of existing, Luis fires his &amp;quot;Advanced Sniper&amp;quot; from cover.]]&lt;br /&gt;
[[file:EFLC gay tony dsr-1 reloading.jpg|thumb|none|600px|Luis about to cock the weapon with a mildly overkill overhand technique.]]&lt;br /&gt;
[[file:EFLC gay tony dsr-1 world.jpg|thumb|none|600px|The DSR-1 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK69A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK69A1]] is the only weapon returning from ''The Lost and Damned'' expansion pack. This time, the grenades explode on impact with enemies, otherwise still on a timer.&lt;br /&gt;
[[file:HK69A1.jpg|thumb|400px|none|Heckler &amp;amp; Koch HK69A1 - 40mm]]&lt;br /&gt;
[[file:EFLC gay tony HK69A1 holding.jpg|thumb|none|600px|Learned his lesson from events prior, Luis decides to test his grenade launcher in a safe back alley.]]&lt;br /&gt;
[[file:EFLC gay tony HK69A1 reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:EFLC gay tony HK69A1 world.jpg|thumb|none|600px|The HK69A1 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Satchel Charges==&lt;br /&gt;
Satchel charges called &amp;quot;Sticky Bombs&amp;quot; are first used in the &amp;quot;Bang Bang&amp;quot; mission. They are the most effective of the explosive weapons in the 3 games as they are remote-activated by tapping the down button on the D-Pad (consoles) or keyboard (PC), and they can also stick to walls, floors and cars. Multiple sticky bombs can be placed and then detonated at the same time, but to conserve memory, the computer will start deleting sticky bombs if the player attempts to place more than 10 at a time.&lt;br /&gt;
[[file:EFLC gay tony c4 holding.jpg|thumb|none|600px|Luis readying a satchel charge.]]&lt;br /&gt;
[[file:EFLC gay tony c4 world.jpg|thumb|none|600px|The placed &amp;quot;sticky bomb&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
Two [[GE M134 Minigun]]s are seen attached to the game's two attack helicopters, the Annihilator and the Buzzard. Both weapons have an unlimited supply of bullets, though the Annihilator will overheat and need to stop firing if too many rounds are fired at once. Also, in ''The Lost and Damned'' &amp;amp; ''The Ballad of Gay Tony'', the Annihilator will fire explosive rounds making it much more effective. The miniguns on the Annihilator fire alternately, at a much slower rate than that of a real minigun, which typically has a fire rate of 2000 to 6000 rounds per minute. The TLAD/TBoGT Annihilator has an even slower fire rate, to balance out their explosive rounds. The Buzzard's MG has a much faster fire rate, more in-keeping with that of a real minigun.&lt;br /&gt;
[[file:M134.JPG|thumb|none|450px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[file:EFLC gay tony annihilator.jpg|thumb|none|600px|Taking a visit to the local airport, Luis gases on the GE M134 Minigun mounted on the Annihilator.]]&lt;br /&gt;
[[file:EFLC gay tony buzzard.jpg|thumb|none|600px|After that, he takes a look at the GE M134 Minigun mounted on the Buzzard to even it out.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
One of the loading screens as the game is starting up depicts two police officers climbing a flight of stairs while brandishing weapons; one has what could be either a Heckler &amp;amp; Koch MP5 or MP10, with the angle making it hard to judge for sure, while the other has a [[Franchi SPAS-12]] shotgun. Also, an early artwork of Niko depicts him holding a [[Franchi SPAS-12]] with its stock removed. &lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:FSpas12orign.jpg|thumb|none|450px|Franchi SPAS-12 combat shotgun with stock removed - 12 gauge]]&lt;br /&gt;
[[Image:GTAIVPolice.jpg|thumb|none|450px|The loading screen in question. Trigger discipline is apparently not taught to Liberty City's finest.]]&lt;br /&gt;
[[File:GTAIVSpas12NoStock.jpg|thumb|none|400px|Niko holding a stockless SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
In a piece of game artwork, a criminal can be seen aiming a sawed-off [[Remington 870]] out of a car window, while the driver next to him holds a [[Desert Eagle|IMI Desert Eagle]]. In another, Niko can also be seen holding a sawed-off [[Remington 870]] as he exits a car.&lt;br /&gt;
[[Image:SawnoffShotgun2.jpg|thumb|none|400px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[Image:3373 gta iv artwork shootout.jpg|thumb|none|450px|A criminal aims a sawed-off [[Remington 870]] out of a car window.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
One early press screenshot from the beta version of the game depicted Niko holding a [[Heckler &amp;amp; Koch MP5A3|Heckler &amp;amp; Koch MP5A3 Navy]] with its stock extended. However, this weapon was removed from the final version of the game, and replaced with the [[Special Weapons MP-10|MP-10]]. This was presumably due to H&amp;amp;K's trademarking of the distinctive shape of the MP5. A [[Heckler &amp;amp; Koch MP5A3]] with a short muzzle brake like that of the MP54 prototype is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:Gta4.jpg|thumb|none|600px|Niko holds a Heckler &amp;amp; Koch MP5A3 in the beta version of the game. Note the Navy lower receiver/trigger pack. Note also the weapon appears to have a 15-round magazine in this shot.]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
An [[Uzi]] with the stock removed is seen on a piece of artwork for ''The Lost and Damned''. It is curious that this is the same configuration as that of the gold Uzi in TBoGT. An [[Uzi]] with wood buttstock is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[File:Uzi Stock Removed.jpg|thumb|none|350px|IMI Uzi with buttstock removed - 9x19mm]]&lt;br /&gt;
[[File:GTATLADUzi.jpg|thumb|none|400px|The Uzi in the hands of Angus.]]&lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|400px|none|IMI Uzi with wood buttstock - 9x19mm]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
What appears to be a 3rd Gen [[Glock 23]] pistol is seen in the holster of the armored truck guards, however, they cannot be used and the guards will still attack the player using the normal Pistol. It is assumed this is a Glock 23 because of the .40 S&amp;amp;W ammunition, which is used in the United States by almost all security services, and because of the large rear sights. The model of the guard is re-used in GTA V.&lt;br /&gt;
[[Image:Glock23.jpg|thumb|none|300px|Glock 23 (3rd Generation) - .40 Smith &amp;amp; Wesson]]&lt;br /&gt;
[[Image:GTAIV-Glock.jpg|thumb|none|450px|The Glock 23 holstered.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M70AB2==&lt;br /&gt;
The [[Zastava M70AB2]] was a planed to appear as the in game &amp;quot;Assault Rifle&amp;quot;. In the final version, It being replaced to more traditional AK-47. A Zastava can be seen on one of the concept artwork for Little Jacob.&lt;br /&gt;
[[Image:Zastava M70 AB2.jpg|thumb|none|450px|Zastava M70AB2 folding stock rifle - 7.62x39mm]]&lt;br /&gt;
[[Image:GTAIV ZastavaM70Nico.jpg|thumb|none|600px|Niko firing the Zastava M70AB2 in the &amp;quot;Looking For That Special Someone&amp;quot; trailer.]]&lt;br /&gt;
[[Image:GTAIV ZastavaM70Jacob.jpg|thumb|none|600px|Little Jacob with the Zastava M70AB2 in artwork.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
One early press screenshot from the beta version of the game depicted Niko holding a pistol with a silencer.&lt;br /&gt;
However, this weapon was removed from the final version of the game. According to the game files and the remaining gun's texture, one can be suppose that it was a suppressed [[Beretta 92FS]], and that it was planned to appears in the game as &amp;quot;Silenced 9mm&amp;quot;. The pistol also has &amp;quot;9mm Ecal 28&amp;quot; markings.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[file:Beta GTAIV Niko with supressed pistol.jpg|thumb|none|600px|Niko holds the suppressed pistol in the pre-release promotional screenshot.]]&lt;br /&gt;
&lt;br /&gt;
==Galil ARM==&lt;br /&gt;
A [[Galil ARM]] as a graffiti appears in one of the apartment buildings, notably when Packie McReary asks to take a picture of Gracie Ancelotti and send the photo to her father.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[file:GTAIV Galil.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson MK760==&lt;br /&gt;
A [[Smith &amp;amp; Wesson 76|Smith &amp;amp; Wesson MK760]] is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|400px|none|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
A Canadian [[Sten Mk II]] with a scope is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[Image:Unitsten2.jpg|thumb|400px|none|Sten Mk II (Canadian) - 9x19mm]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
An [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|400px|none|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
An [[MP40]] is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|400px|none|MP40 - 9x19mm]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] with Cutts compensator is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|400px|none|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 607==&lt;br /&gt;
A [[CAR-15|Colt Model 607]] is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[Image:607-2-sm-741x267.jpg|thumb|400px|none|Colt Model 607 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Madsen M50==&lt;br /&gt;
A  suppressed [[Madsen M50]] is seen on a &amp;quot;W.O.M.D.&amp;quot; poster in the gun shops.&lt;br /&gt;
[[Image:DanishMadsenm50.jpg|thumb|400px|none|Madsen M50 - 9x19mm]]&lt;br /&gt;
[[file:GTAIV Gunstore.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Grand Theft Auto Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&amp;diff=1496575</id>
		<title>Call of Duty: Modern Warfare 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&amp;diff=1496575"/>
		<updated>2022-04-18T20:49:48Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Remastered version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:MW2.jpg|right|300px|thumb|''Call of Duty: Modern Warfare 2'' (2009)]]&lt;br /&gt;
&lt;br /&gt;
{{spoiler|This page contains spoilers. Read at your own risk!}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare 2''''' (also known as simply ''Modern Warfare 2'', ''CoD:MW2'' or ''MW2'') is the sixth main installment of the ''[[Call of Duty|Call of Duty series]]'' and the second installment of the ''Modern Warfare'' franchise. Officially released worldwide on November 10, 2009, ''MW2'' was developed by Infinity Ward and published by Activision for the PC, PS3 and Xbox 360 platforms.&lt;br /&gt;
&lt;br /&gt;
The game's storyline is set in the year 2016, five years after the events of ''[[Call of Duty 4: Modern Warfare]]''. Despite the efforts of the U.S. Marines, the SAS, and the Russian Loyalists, the Russian Ultranationalist party has taken power within Russia. An Ultranationalist terrorist, Vladimir Makarov, considered too radical even for the new Russian government, begins his campaign to take revenge upon the western world. In response, Task Force 141, led by LTG Shepherd, is created to hunt down Makarov. During the campaign, the player takes the roles of PFC Joseph Allen and PVT James Ramirez of Hunter Two-One, 1st Battalion, 75th Ranger Regiment, U.S. Army, as well as Sgt. Gary &amp;quot;Roach&amp;quot; Sanderson and Capt. John &amp;quot;Soap&amp;quot; MacTavish of Task Force 141.&lt;br /&gt;
&lt;br /&gt;
A remaster of the singleplayer campaign, titled '''''Call of Duty: Modern Warfare 2 Campaign Remastered''''', was released on March 31, 2020 for the PlayStation 4, and on April 30, 2020 for the Xbox One and PC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons and equipment are used in the video game ''Call of Duty: Modern Warfare 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Call of Duty: Modern Warfare 2'' are categorized into the following categories: the primary Assault Rifles, Light Machine Guns, Sniper Rifles, and Submachine Guns, and the secondary Handguns, Machine Pistols, Shotguns, and Launchers.&lt;br /&gt;
&lt;br /&gt;
All handguns and submachine guns from multiplayer can be dual-wielded in ''Call of Duty: Modern Warfare 2''. The Rangers and the Winchester Model 1887 shotguns can also be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All handguns in the game, except for the M1911, are available in both single and multiplayer modes. All handguns in the multiplayer can be equipped with a variety of accessories, including: FMJ rounds, suppressors, dual wield (akimbo), tactical knives, and extended magazines (unless noted otherwise).&lt;br /&gt;
&lt;br /&gt;
Like in ''Call of Duty 4'', the game effectively animates all handguns as operating in DAO (Double Action Only) mode.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92SB==&lt;br /&gt;
The [[Beretta 92SB]] returns from ''[[Call of Duty 4: Modern Warfare]]'', once again standing in as the military issue M9. In singleplayer, it is the primary sidearm of all U.S. troops, Task Force 141, U.S. Navy SEALs, and is infrequently used by the Middle Eastern OpFor and the Brazilian Militia.&lt;br /&gt;
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta 92SB - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2-92SB-2.jpg|thumb|none|600px|The &amp;quot;M9&amp;quot; on the Create-A-Class menu. Note the rounded trigger guard, identifying the pistol as a 92SB. Also note the different magazine baseplate.]]&lt;br /&gt;
[[File:MW2 M9 (1).jpg|thumb|none|600px|Holding the 92SB in-game.]]&lt;br /&gt;
[[File:MW2 M9 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M9 (3).jpg|thumb|none|600px|Reloading the &amp;quot;M9&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M9 (4).jpg|thumb|none|600px|Dual-wielding two 92SBs, or &amp;quot;Akimbo&amp;quot;, a word that originally had nothing to do with dual-wielding.]]&lt;br /&gt;
[[File:MW2 M9 (5).jpg|thumb|none|600px|Reloading the two 92SBs via the universal offscreen reload technique.]]&lt;br /&gt;
[[File:MW2-92SB-1.jpg|600px|thumb|none|Reloading a suppressed Beretta. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta M9 (remastered version)===&lt;br /&gt;
In ''Modern Warfare 2 Campaign Remastered'', the weapon is modeled after a proper [[Beretta M9]]. It appears to reuse the same M9 model from ''[[Call of Duty: Modern Warfare Remastered]]''.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:MW2R M9 (1).jpg|thumb|none|600px|Initially drawing the M9 in the remaster shows the user chamber a round.]]&lt;br /&gt;
[[File:MW2R M9 (2).jpg|thumb|none|600px|Allen with an M9 inside the airport.]]&lt;br /&gt;
[[File:MW2R M9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R M9 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:MW2R M9 (5).jpg|thumb|none|600px|Equipping two Berettas - here, Ramirez cocks the hammers on both pistols.]]&lt;br /&gt;
[[File:MW2R M9 (6).jpg|thumb|none|600px|Idling with the M9s.]]&lt;br /&gt;
[[File:MW2R M9 (7).jpg|thumb|none|600px|The inspecting animation results in some fanciful gun twirling.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R (Mockup)==&lt;br /&gt;
The &amp;quot;M93 Raffica&amp;quot;, classified under the Machine Pistol category, is a Beretta semi-automatic pistol converted to resemble and function like a [[Beretta 93R]]. Real 93Rs have a frame-mounted safety and a more angular slide, all of which the in-game model lacks. It seems likely that the developers took the base 92SB model and added 93R parts to it and made it shoot three-round bursts. It is attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. The in-game model has an extended magazine but still only holds 15 rounds in singleplayer, though in multiplayer it holds a more appropriate 20 rounds.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it can be found in an armory in &amp;quot;The Gulag&amp;quot;, in a basement armory in &amp;quot;Loose Ends&amp;quot;, and in the &amp;quot;Museum&amp;quot; level. It is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS.&lt;br /&gt;
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta Model 92SB - 9x19mm Parabellum. Base weapon of the 93R mockup.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|A real Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2M9raffica.jpg|600px|thumb|none|The &amp;quot;M93 Raffica&amp;quot; in the Create-A-Class menu. Despite being depicted here with a custom pistol rail system for mounting sights, it uses a completely different system in game.]]&lt;br /&gt;
[[File:MW2 93R (1).jpg|thumb|none|600px|Holding the burst Beretta, with the hammer half-cocked.]]&lt;br /&gt;
[[File:MW2 93R (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2 93R (3).jpg|thumb|none|600px|Reloading the extended Beretta magazine.]]&lt;br /&gt;
[[File:MW2 93R (4).jpg|thumb|none|600px|On the dual-wielded version, the hammers are not cocked at all.]]&lt;br /&gt;
[[File:MW2 93R (5).jpg|thumb|none|600px|Reloading the Rafficas.]]&lt;br /&gt;
[[File:MW2 93R (6).jpg|thumb|none|600px|Reloading a Raffica fitted with an EOTech optic. Note the completely different rail system compared to the Create-A-Class image.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered version still depicts a mockup, this time using the base model of the Beretta M9 as opposed to the 92SB from before. The hammer is still in half-cocked position.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2R 93R (1).jpg|thumb|none|600px|The ''Remastered'' faux 93R has a new equipping animation where the user extends the foregrip.]]&lt;br /&gt;
[[File:MW2R 93R (2).jpg|thumb|none|600px|The &amp;quot;M93 Raffica&amp;quot; in idle.]]&lt;br /&gt;
[[File:MW2R 93R (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R 93R (4).jpg|thumb|none|600px|Reloading the burst pistol.]]&lt;br /&gt;
[[File:MW2R 93R (5).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:MW2R 93R (6).jpg|thumb|none|600px|Checking out the Beretta in the inspect animation.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The [[Colt Anaconda]] is found in singleplayer and multiplayer, called &amp;quot;.44 Magnum&amp;quot; in-game. It is the signature weapon of Lieutenant General Shepard (voiced by [[Lance Henriksen]]), which he uses at several key points in the campaign.&lt;br /&gt;
&lt;br /&gt;
In a cutscene in &amp;quot;Loose Ends&amp;quot;, General Shepard pulls out his Anaconda to shoot someone despite the holstered Anaconda on his model still visibly in the holster, as though he has another big Anaconda tucked in the back of his pants. During a cutscene in &amp;quot;Endgame&amp;quot;, the cylinder rotates counterclockwise when General Shepard pulls back the hammer, and then incorrectly rotates clockwise again before the gun fires when Shepard pulls the trigger.&lt;br /&gt;
&lt;br /&gt;
It is a useful weapon in multiplayer mode due to its quick draw and power, and the fact that the Anaconda will fire as fast as the player can press the fire key. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the barrel of the Anaconda on the weapon's world model reads &amp;quot;BRAD ALLENCONDA&amp;quot;, a reference to Brad Allen, the head weapon designer of Infinity Ward.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|400px|Colt Anaconda - .44 Magnum]]&lt;br /&gt;
[[File:Mw244magnum.jpg|thumb|none|600px|Anaconda in the Create-a-Class menu. Note that the Anaconda's grip has no finger grooves, which means they could be Pachmayr Presentation grips.]]&lt;br /&gt;
[[File:MW2 Anaconda (1).jpg|thumb|none|600px|Holding the Anaconda in the multiplayer map Favela.]]&lt;br /&gt;
[[File:MW2 Anaconda (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 Anaconda (3).jpg|thumb|none|600px|The weapon recoils as a fired bullet hits the wall. The top of the hammer can be seen cycling back in double-action.]]&lt;br /&gt;
[[File:MW2 Anaconda (4).jpg|thumb|none|600px|Reloading the Anaconda. The player character lifts the weapon vertically and dumps out all the rounds. This wouldn't work in reality, as fired rounds expand and get stuck in their chambers. The extractor rod would have to be used to eject them.]]&lt;br /&gt;
[[File:MW2 Anaconda (5).jpg|thumb|none|600px|Inserting a speedloader.]]&lt;br /&gt;
[[File:MW2 Anaconda (6).jpg|thumb|none|600px|Closing the cylinder after dropping the speedloader away.]]&lt;br /&gt;
[[File:MW2 Anaconda (7).jpg|thumb|none|600px|Dual-wielding two .44 Magnums. Note that the left revolver isn't just a mirror of the right.]]&lt;br /&gt;
[[File:MW2 Anaconda (8).jpg|thumb|none|600px|Reloading shows the asymmetry more clearly, as both revolvers correctly open to the left.]]&lt;br /&gt;
[[File:MW2 Anaconda (9).jpg|thumb|none|600px|Cowboy-slinging the cylinder shut when wielding a knife alongside the Anaconda. Note how the revolver appears to be black in low-light instances.]]&lt;br /&gt;
[[File:AnacondaShepherd-MW2.jpg|thumb|none|600px|LTG Shepherd (voiced by [[Lance Henriksen]]) loads his Anaconda in the middle of a battlefield, feeling no need for any protective gear nor any concern for going Dirty Harry in Afghanistan.]]&lt;br /&gt;
[[File:Sheperd with his Anaconda in Endgame.jpg|thumb|none|600px|Shepherd with his Anaconda on a later level.]]&lt;br /&gt;
[[File:MW2 Anaconda (10).jpg|thumb|none|600px|Shepherd using his &amp;quot;backup&amp;quot; Anaconda after his &amp;quot;primary&amp;quot; Anaconda runs dry in the Museum bonus level. Note that a third one is still in his holster. If put into Last Stand, he may draw ''yet another'' .44 Magnum.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
As the remaster only includes the campaign story, the &amp;quot;.44 Magnum&amp;quot; is only available in the Museum bonus level outside of its appearances with General Shepard.&lt;br /&gt;
[[File:MW2R Anaconda (1).jpg|thumb|none|600px|Wielding the Colt magnum.]]&lt;br /&gt;
[[File:MW2R Anaconda (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:MW2R Anaconda (3).jpg|thumb|none|600px|Reloading the Anaconda - the animations are a bit more dramatic than before, still with all the rounds dump with a flick.]]&lt;br /&gt;
[[File:MW2R Anaconda (4).jpg|thumb|none|600px|Bringing up the speedloader with new rounds.]]&lt;br /&gt;
[[File:MW2R Anaconda (5).jpg|thumb|none|600px|Which is followed by a conspicuous snapping-of-the-cylinder-shut.]]&lt;br /&gt;
[[File:MW2R Anaconda (6).jpg|thumb|none|600px|Inspecting the cylinder - the rounds always appear to be unfired.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with Trijicon 3-dot sights, the current production barrel with a Picatinny rail, an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module, and (rather bizarrely) an [[M1911]]-esque linearly-sliding trigger with 3 holes in it.&lt;br /&gt;
&lt;br /&gt;
It is the sidearm of arms dealer Alejandro Rojas' assistant Faust and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by [[Barry Pepper]]), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service. &lt;br /&gt;
&lt;br /&gt;
In some cases, the old model from COD4 will be used in place of the new model.&lt;br /&gt;
&lt;br /&gt;
Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available.&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
[[File:MW2 Desert Eagle.jpg|thumb|600px|none|Desert Eagle in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 DEagle (1).jpg|thumb|none|600px|Desert Eagle in first-person view.]]&lt;br /&gt;
[[File:MW2 DEagle (2).jpg|thumb|none|600px|Aiming down the 3-dot iron sights. The rear notch of the custom iron sights is spaced too far apart, which would make horizontal aiming difficult.&lt;br /&gt;
The front post is also misaligned, meaning the gun would shoot to the right were the player character to actually line up the sights properly.]]&lt;br /&gt;
[[File:MW2 DEagle (3).jpg|thumb|none|600px|Reloading the Desert Eagle.]]&lt;br /&gt;
[[File:MW2 DEagle (4).jpg|thumb|none|600px|Mag fully in; thumbing the slide stop.]]&lt;br /&gt;
[[File:MW2 DEagle (5).jpg|thumb|none|600px|[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]], the player character brandishes a pair of Desert Eagles.]]&lt;br /&gt;
[[File:MW2 DEagle (6).jpg|thumb|none|600px|The player character fires away at a forklift, expressing his dissatisfaction with the IMFDB comedy department for recycling old in-jokes.]]&lt;br /&gt;
[[File:MW2 DEagle (7).jpg|thumb|none|600px|Reloading the dual Deagles; here, the left gun's non-standard trigger is visible.]]&lt;br /&gt;
[[File:MW2 DEagle (8).jpg|thumb|none|600px|Aiming the Desert Eagle with a tactical knife.]]&lt;br /&gt;
[[File:Faust shoots a Dude with a DesertEagle.jpg|thumb|600px|none|Rojas' assistant, Faust, shoots a local gunman with his Desert Eagle. Unlike MW1, characters in MW2 show pain when hit. The choreography of this scene is an homage to the briefcase scene in ''[[Collateral]]''. In the remastered version after dispatching the first two gunmen, Faust will pickup and use an AK dropped by one of them. This is much more logical than in the original where he continues to fire double(!!) the amount of bullets the mag itself can hold.]]&lt;br /&gt;
[[File:MW2Brazilpistol2.png|thumb|600px|none|Faust aims his Desert Eagle moments after the above image.]]&lt;br /&gt;
[[File:MW2 DunnDeagle.jpg|thumb|600px|none|A close-up of CPL Dunn's (voiced by [[Barry Pepper]]) Desert Eagle. This and the one on the floor of the panic room in &amp;quot;Exodus&amp;quot; are the Call of Duty 4 models.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Desert Eagle returns in the Remaster in the same configuration from the original only differing in that the SureFire X400 Ultra WeaponLight is being replaced with what appears to be Sun Optics flashlight and laser. A gold Desert Eagle reusing the ''Modern Warfare Remastered'' model is present as an easter egg in the level &amp;quot;Of Their Own Accord&amp;quot;. This time the pistol's hammer is correctly cocked.&lt;br /&gt;
[[File:MW2R DEagle (1).jpg|thumb|none|600px|As with the other remastered handguns, the Desert Eagle is chambered when initially equipped. The slide reads &amp;quot;Military Industries Inc.&amp;quot;, an alteration of the markings used on the real IMI model.]]&lt;br /&gt;
[[File:MW2R DEagle (2).jpg|thumb|none|600px|The .50 AE Deagle in idle.]]&lt;br /&gt;
[[File:MW2R DEagle (2.5).jpg|thumb|none|600px|Sighting in the magnum pistol.]]&lt;br /&gt;
[[File:MW2R DEagle (3).jpg|thumb|none|600px|Empty-reloading.]]&lt;br /&gt;
[[File:MW2R DEagle (4).jpg|thumb|none|600px|Inspecting the Desert Eagle. First the right side is viewed, and then Roach checks the magazine. Note that while the underbarrel laser is based on Sun Optics flashlight/laser, its markings imitate the ones of Streamlight TLR 2 HL G.]]&lt;br /&gt;
[[File:MW2R DEagle (5).jpg|thumb|none|600px|As with the two M9s, the dual Deagles have their hammers cocked when drawn.]]&lt;br /&gt;
[[File:MW2R DEagle (6).jpg|thumb|none|600px|Laying down the law with Desert Eagles.]]&lt;br /&gt;
[[File:MW2R DEagle (7).jpg|thumb|none|600px|And as with the other dual wield weapons, Roach will spin the Deagles around his fingers in the inspect animation.]]&lt;br /&gt;
[[File:DesertGold44.jpg|thumb|400px|none|Gold-plated Desert Eagle Mark XIX - .44 Magnum]]&lt;br /&gt;
[[File:MW2R golddeagle 0.jpg|thumb|none|600px|The aforementioned Golden Desert Eagle resting on a teddy bear in &amp;quot;Of Their Own Accord&amp;quot;.]]&lt;br /&gt;
[[File:MW2R golddeagle 1.jpg|thumb|none|600px|Reloading the gun shows that the magazine and bullets are also completely gold.]]&lt;br /&gt;
[[File:MW2R DEagle (8).jpg|thumb|none|600px|Aiming the Gold DEagle reveals the original style iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game in a [[Glock pistol series#Glock 17 (Converted to Full Auto)|full auto configuration]], with a 33-round magazine (50 if equipped with Extended Magazine), placed in the Machine Pistol category. Although it is called &amp;quot;G18&amp;quot;, referring to the select fire [[Glock 18]] manufactured by the same company, it has no selector switch, and the frame is olive-drab, which was only featured on their semi-automatic designs. It is a 3rd generation Glock, but modeled without any finger grooves; the magazine release is also missing. The rear sight is a fictional hybrid; it features both the factory-standard Glock white square U-notch, as well as two white dots like on a 3-dot aftermarket Glock sight.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in &amp;quot;Last Stand&amp;quot; (a state in which a character is downed and can only use their sidearms, which sporadically happens to AI enemies in singleplayer and is a perk in multiplayer), and on occasion, Middle Eastern OpFor. The weapons is also available in several Spec-Ops missions.&lt;br /&gt;
&lt;br /&gt;
The weapon's extended magazine is present most of the time in first and third person, but disappears the weapon is shown in TF 141 characters' holsters, replaced by a flush-fit non-extended magazine. This is most evident on Soap: in &amp;quot;Takedown&amp;quot;, Soap holds his G18 on Rojas with the extended magazine easily visible, but his G18 has a regular magazine in his holster in other levels.&lt;br /&gt;
&lt;br /&gt;
While the weapon is held one-handed in first person, it is held with a two-handed grip in third person. When equipped with Extended Magazines, the starting ammo without Scavenger is 49 bullets plus the 50 in the gun itself. This means that if the weapon is emptied and reloaded, it will not have a full magazine.&lt;br /&gt;
&lt;br /&gt;
It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm.&lt;br /&gt;
[[File:Glock 12892-1-.jpg|thumb|none|350px|Glock 17 with OD Green frame - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2G18.jpg|thumb|none|600px|Glock 17 in the Create-a-Class menu. Note the absence of finger grooves and the magazine release.]]&lt;br /&gt;
[[File:MW2 G18 (1).jpg|thumb|none|600px|The automatic Glock 17 in first-person view. Note the olive-drab frame.]]&lt;br /&gt;
[[File:MW2 G18 (2).jpg|thumb|none|600px|Aiming down the sights. Note the hybrid U-notch and 3-dot rear sight design.]]&lt;br /&gt;
[[File:MW2 G18 (3).jpg|thumb|none|600px|Reloading a big long 33-round magazine that holds 32 rounds in singleplayer for some reason. Note that the top of the magazine is modeled solid.]]&lt;br /&gt;
[[File:MW2 G18 (4).jpg|thumb|none|600px|On an empty reload, the weapon is chambered by sling-shotting the slide (pulling back the slide and letting it go) instead of utilizing the slide release. The slide release is however used when the gun is dual-wielded (&amp;quot;akimbo&amp;quot;) or used on a snowmobile during the setpiece in &amp;quot;Cliffhanger&amp;quot;.]]&lt;br /&gt;
[[File:MW2 G18 (5).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
[[File:MW2 G18 (6).jpg|thumb|none|600px|Reloading the dual Glocks. Note the &amp;quot;Gluke&amp;quot; text on the side of the slide, and that the left weapon is clearly mirrored from the right.]]&lt;br /&gt;
[[File:MW2 G18 (7).jpg|thumb|none|600px|Reloading a &amp;quot;G18&amp;quot; fitted with a red dot sight attachment.]]&lt;br /&gt;
[[File:MW2 G17 S1.jpg|thumb|none|600px|Roach fires a Glock 17 on a snowmobile in the mission &amp;quot;Cliffhanger&amp;quot;. Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.]]&lt;br /&gt;
[[File:MW2 G17 S2.jpg|thumb|none|600px|Roach about to press the slide release inserting a new mag. This also gives a good view of the text on the slide: &amp;quot;Gluke T0319 Pistol Austria&amp;quot;.]]&lt;br /&gt;
[[File:MW2 G17 S3.jpg|thumb|none|600px|After releasing the slide.]]&lt;br /&gt;
[[File:MW2 G17 Ghost.jpg|thumb|none|600px|The Glock in TF141 Operative &amp;quot;Ghost&amp;quot;'s holster. Note the lack of any rear iron sights or magazine.]]&lt;br /&gt;
[[File:MW2-LASTSTAND.jpg|thumb|none|600px|The Glock also appears on the &amp;quot;Last Stand&amp;quot; and &amp;quot;Last Stand Pro&amp;quot; perk symbols.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18C (remastered version)===&lt;br /&gt;
The remastered version correctly depicts a [[Glock 18]], specifically the Glock 18C with compensator cuts. It is also held with two hands rather than one. It still incorrectly holds 32 rounds in the 33-round magazine and features the same fictional Glock u-notch and 3-dot hybrid rear sight as the original. The model appears to be an updated version from ''[[Call of Duty: Infinite Warfare]]''.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]&lt;br /&gt;
[[File:MW2R G18 1.jpg|thumb|none|600px|Drawing the G18C with the slide cocked fully back.]]&lt;br /&gt;
[[File:MW2R G18 2.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:MW2R G18 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R G18 4.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:MW2R G18 5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R G18 6.jpg|thumb|none|600px|The inspect animation has Roach twirl his pistol on his index finger allowing us to see the top...]]&lt;br /&gt;
[[File:MW2R G18 0.jpg|thumb|none|600px|...bottom..]]&lt;br /&gt;
[[File:MW2G180.jpg|thumb|none|600px|...and the front(!!) of the gun.]]&lt;br /&gt;
[[File:MW2R G18 8.jpg|thumb|none|600px|The Glock during the snowmobile chase sequence. An interesting note is how Roach's character model has a M1911 in his holster like Soap in this level, yet he uses a USP for the majority of the mission before switching to a Glock for the finale.]]&lt;br /&gt;
[[File:MW2R G18 9.jpg|thumb|none|600px|The Glock locked back after inserting a new mag.]]&lt;br /&gt;
[[File:MW2R G18 10.jpg|thumb|none|600px|After releasing the slide, which seems to be done with his thumb now, though no ambidextrous release is present. Note the use of 19-round magazines instead of the 33-round mags used normally, yet the bullet count remains the same.]]&lt;br /&gt;
[[File:MW2R G18 11.jpg|thumb|none|600px|The Glock 18 in TF141 Operative Ghost's holster. Note how the new higher quality model features both iron sights and a 19-round mag similar to what Roach uses for the chase sequence.]]&lt;br /&gt;
[[File:MW2R G18C (12).jpg|thumb|none|600px|Dual Glocks as found in &amp;quot;Takedown&amp;quot;.]]&lt;br /&gt;
[[File:MW2R G18C (13).jpg|thumb|none|600px|Dumping out spent 33-round magazines. Note the loaded witness holes, but empty lips.]]&lt;br /&gt;
[[File:MW2R G18C (14).jpg|thumb|none|600px|The inspect animation starts with bringing the G18Cs close together, similar to [[Killing Floor]]-style akimbo aiming.]]&lt;br /&gt;
&lt;br /&gt;
====LA-10u/PEQ Handheld Laser Designator====&lt;br /&gt;
In the remastered version of the level &amp;quot;Exodus&amp;quot;, the laser designator function used to guide supporting fire from &amp;quot;Badger 2-1&amp;quot; is now done by its own unique gadget rather than a visible red beam originating from barrel of whatever weapon Ramirez wields. It comprises of a tan Glock frame with something resembling a laser-based trainer system that replaces the pistol's slide; it seems to be an imitation of the LA-10u/PEQ Handheld Laser Designator.&lt;br /&gt;
[[File:MW2R Glock Laser (1).jpg|thumb|none|600px|The laser designator at the start of &amp;quot;Exodus&amp;quot;.]]&lt;br /&gt;
[[File:MW2R Glock Laser (2).jpg|thumb|none|600px|Aiming the device by its visible beam.]]&lt;br /&gt;
[[File:MW2R Glock Laser (3).jpg|thumb|none|600px|Inspecting the LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP45]] returns from ''[[Call of Duty 4: Modern Warfare]]'', appearing in singleplayer and multiplayer. It still features the incorrect extended barrel, and has an unremovable, unusable Viridian X5L Gen 1 combo module. It is one of the main sidearms of the Russian forces, including Ultranationalists and Internal Troops, as well as Task Force 141.&lt;br /&gt;
&lt;br /&gt;
In single player, the USP is always equipped with the tactical knife attachment. In multiplayer, the USP is unlocked at level 4 (Private First Class) and is an effective sidearm overall. It has a magazine capacity of 12 rounds, and 18 rounds with the extended magazines attachment. It can be equipped with a suppressor.&lt;br /&gt;
&lt;br /&gt;
The usage of the USP by the Russians is highly inaccurate, given Russian doctrine that focuses on using domestic weapons, guns like the [[Makarov PM]] and the [[MP-443 Grach]] would be more accurate.&lt;br /&gt;
[[File:HK-USP.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP45 - .45 ACP]]&lt;br /&gt;
[[File:XDM-40 4.5 X5L.jpg|thumb|none|350px|Springfield XD-M-40 4.5 with Viridian X5L laser/light combo - .40 S&amp;amp;W, image used to show the Viridian X5L laser/light combo]]&lt;br /&gt;
[[File:Mw2usp45.jpg|thumb|none|600px|USP45 in the Create-a-Class menu.  Note that it has the rear sight of a [[Heckler &amp;amp; Koch Mark 23]].]]&lt;br /&gt;
[[File:MW2 USP45 (1).jpg|thumb|none|600px|Holding the USP.]]&lt;br /&gt;
[[File:MW2 USP45 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 USP45 (3).jpg|thumb|none|600px|Reloading the USP, showing the &amp;quot;USP .45 ACP&amp;quot; markings on its slide.]]&lt;br /&gt;
[[File:MW2 USP supp 3.jpg|thumb|none|600px|Reloading the USP suppressed. Note the lack of bullets.]]&lt;br /&gt;
[[File:MW2 USP WORLD.jpg|thumb|none|600px|World model of the USP suppressed.]]&lt;br /&gt;
[[File:MW2 USP45 (4).jpg|thumb|none|600px|Akimbo USPs. Note that the left pistol doesn't have mirrored markings. Due to a bug the dual pistols are also treated as having the &amp;quot;tactical knife&amp;quot; attachment and have the faster melee attack speed, though a slower recovery than the actual &amp;quot;tactical knife&amp;quot;.]]&lt;br /&gt;
[[File:MW2 USP45 (5).jpg|thumb|none|600px|Reloading the left USP.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Due to the remaster only covering the campaign and not the multiplayer nor spec ops, the USP is only seen paired with a knife. &lt;br /&gt;
[[File:MWR USP45 0.jpg|thumb|none|600px|Drawing the USP. Note the knife clipping through the slide]]&lt;br /&gt;
[[File:MW2R USP 1.jpg|thumb|none|600px|Drawing the USP suppressed has Roach tighten the suppressor, similar to the intro of the ''MW3'' Spec Ops mission &amp;quot;Hostage Taker&amp;quot;.]]&lt;br /&gt;
[[File:MW2R USP45 1.jpg|thumb|none|600px|Inspecting the weapon has Roach brush his knife on his arm.]]&lt;br /&gt;
[[File:MW2R USP45 2.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:MW2R USP45 3.jpg|thumb|none|600px|Aiming. Note that the hammer is not correctly positioned. Whereas the original featured a &amp;quot;DAO&amp;quot; USP, this version of the gun is modeled and animated with a cocked hammer, though it is not quite far back enough to be caught by the sear on a real pistol.]]&lt;br /&gt;
[[File:MW2R USP45 4.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:MW2R USP45 5.jpg|thumb|none|600px|Reloading from empty. Note how the bullets are the same colour as the magazine for some reason despite the casing above being brass.]]&lt;br /&gt;
[[File:MW2R USP 4.jpg|thumb|none|600px|Reloading from empty with a suppressor.]]&lt;br /&gt;
[[File:MW2R USP45 6.jpg|thumb|none|600px|World model of the USP, which has a few differences from its COD4: MWR counterpart.]]&lt;br /&gt;
[[File:MW2R USP WORLD.jpg|thumb|none|600px|World model of the USP with a suppressor, which appears to be based on the Knight's Armament suppressor used on the MK23.]]&lt;br /&gt;
&lt;br /&gt;
==M1911 variant==&lt;br /&gt;
The same [[M1911]] variant (closest to a [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]]) given to Soap by Captain Price in the first game during the final level &amp;quot;Game Over&amp;quot; reappears in the second game. It is carried by Soap, visible on his holster in &amp;quot;Cliffhanger&amp;quot; level. Its appearance is more story than gameplay-important. Some Ghillie snipers and FSB troops are also seen with it holstered, though they never use them and tend to switch to a Heckler &amp;amp; Koch USP45 that magically appears. One militia member also carries one during a cutscene.&lt;br /&gt;
&lt;br /&gt;
It is only usable in the museum bonus level, where it possesses a bug in its reloading animation; when emptied, there is a noticeable pause of a few seconds before the reload animation plays out. In multiplayer, when the player is using a sniper rifle as their primary weapon, on an arctic or desert type map, the M1911 will appear in either the player's holster or on their belt.&lt;br /&gt;
[[File:SA loaded m1911.jpg|thumb|none|350px|Springfield Armory Loaded M1911A1 - .45 ACP. The one seen in the game has silver bushing and pale G-10 Gunner grips.]]&lt;br /&gt;
[[File:MW2Soap.jpg|thumb|600px|none|Soap (voiced by [[Kevin McKidd]]) climbs an icy cliff with a holstered M1911 pistol.]]&lt;br /&gt;
[[File:MW2 M1911 (1).jpg|thumb|none|600px|Holding the M1911 on a bizarre scene.]]&lt;br /&gt;
[[File:MW2 M1911 (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW2 M1911 (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:MW2 Militia Drops 1911.jpg|thumb|600px|none|A militiaman attempting to arrest Faust drops an M1911 after being shot. Interestingly enough, once gameplay starts, the weapons turns into a Beretta 92SB.]]&lt;br /&gt;
[[File:MW2-holsteredM1911.jpg|thumb|none|600px|A dead Ghillie sniper with a holstered M1911.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
When Soap meets Price in the remastered version of &amp;quot;The Gulag&amp;quot;, he is seen holding the M1911 with a teacup grip. This is strange, considering that he used a more appropriate stance in the original game.&lt;br /&gt;
[[File:MW2R M1911 (1).jpg|thumb|none|600px|Drawing the M1911.]]&lt;br /&gt;
[[File:MW2R M1911 (2).jpg|thumb|none|600px|Idle. The hammer is cocked, but not quite far enough.]]&lt;br /&gt;
[[File:MW2R M1911 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R M1911 (4).jpg|thumb|none|600px|Reloading the M1911 from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] is found in-game, categorized as a Machine Pistol, and known as the TMP, the original version manufactured by Steyr. The weapon features a scope rail, an olive lower receiver, ghost ring sights, and unused side rails. It is often seen in singleplayer, where it is used by Middle Eastern OpFor, Russian Airport Security Police, Makarov's Ultranationalists, and Shadow Company, and is often dual-wielded (with an expected drop in accuracy); a few unique cases allow the player to acquire akimbo MP9s with red dot sights attached, a combination that is impossible in multiplayer given the sights on dual-wielded weapons cannot be used.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the MP9 has an incorrect 32-round magazine, while in multiplayer it has a correct but small 15 round magazine (which can be emptied in about 1 second, and only increased to 25 with Extended Mags). It has low recoil and great accuracy when aiming down its sights. It is unlocked at level 58, making it the final machine pistol unlocked, but it is hugely unpopular on account of its absurdly small magazine size, high unlock rank, poor hip-fire accuracy and low damage. This results in it being overlooked in favor of other, better-performing and easier to acquire machine pistols.&lt;br /&gt;
&lt;br /&gt;
Although of Swiss origin, the use of the Brügger &amp;amp; Thomet MP9 by the Russian Airport Security during the &amp;quot;No Russian&amp;quot; level is correct, as it is in use by the FSB Alpha counterterrorist unit and by Russian law enforcement in real life.&lt;br /&gt;
&lt;br /&gt;
[[File:Mp9tmp.jpg|thumb|none|350px|B&amp;amp;T MP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2 MP9 (1).jpg|thumb|none|600px|The MP9 in first-person.]]&lt;br /&gt;
[[File:MW2 MP9 (2).jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:MW2 MP9 (3)mwstore.jpg|thumb|none|600px|Reloading the MP9.]]&lt;br /&gt;
[[File:MW2 MP9 (4).jpg|thumb|none|600px|Pulling the charging handle; note the strange ejection port.]]&lt;br /&gt;
[[File:MW2 MP9 (5).jpg|thumb|none|600px|Akimbo MP9s.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered MP9 has a correctly modeled ejection port and side rails.&lt;br /&gt;
[[File:MW2R MP9 (1).jpg|thumb|none|600px|The B&amp;amp;T MP9 in the remaster.]]&lt;br /&gt;
[[File:MW2R MP9 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R MP9 (3).jpg|thumb|none|600px|Loading a new magazine.]]&lt;br /&gt;
[[File:MW2R MP9 (4).jpg|thumb|none|600px|Charging the MP9. This is also its draw animation.]]&lt;br /&gt;
[[File:MW2R MP9 (5).jpg|thumb|none|600px|Inspecting the MP9's stick mag.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears simply as &amp;quot;P90&amp;quot; in MW2. It is used by Russians and US Shadow Company members in single player. Unlocked at level 24 in multiplayer, the P90 is a popular choice for the same reason as in real life: it is compact, has a large capacity and low recoil, does good damage and has a high rate of fire.&lt;br /&gt;
&lt;br /&gt;
It's another questionable weapon choice for the Russian Army, a more accurate choice would be the PP-2000 already in the game or the [[AS_Val#SR-2_Veresk|SR-2 Veresk]].&lt;br /&gt;
&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw2P90.jpg|thumb|none|600px|The P90 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 P90 (1).jpg|thumb|none|600px|Holding the P90.]]&lt;br /&gt;
[[File:MW2 P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 P90 (3).jpg|thumb|none|600px|Slapping in a new magazine.]]&lt;br /&gt;
[[File:MW2 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 P90 (5).jpg|thumb|none|600px|Dual-wielding P90s. One has to wonder how exactly does a man reload two P90s at the same time.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Just like ''Modern Warfare Remastered'', the translucent magazine now shows depleting rounds. The laser also works in IR mode, as seen through night vision goggles. &lt;br /&gt;
[[File:MW2R P90 (1).jpg|thumb|none|600px|The P90 in idle.]]&lt;br /&gt;
[[File:MW2R P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2R P90 (3).jpg|thumb|none|600px|Slapping in a fresh magazine.]]&lt;br /&gt;
[[File:MW2R P90 (4).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[MP5K]], equipped with a custom Rail Interface System and a threaded barrel, appears in ''Modern Warfare 2''. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. It is often seen with a Red Dot Sight. The world model depicts it with a 15-round magazine, though the first person and Create A Class images both show the correct 30-round magazine.&lt;br /&gt;
&lt;br /&gt;
A suppressed version, the &amp;quot;MP5KSD&amp;quot;, is available in the campaign mission &amp;quot;Loose Ends&amp;quot; and in the Spec Ops missions &amp;quot;Hidden&amp;quot; and &amp;quot;Estate Takedown&amp;quot;. The real 'SD' suffix is used by H&amp;amp;K for their integrally suppressed MP5 variants, which the in-game weapon is not. In cases where the suppressed MP5K is paired with a red dot sight (as seen in the campaign levels &amp;quot;The Enemy of My Enemy&amp;quot; and &amp;quot;Just Like Old Times&amp;quot; and in several of the Spec Ops missions), the weapon is more appropriately labeled &amp;quot;MP5K Silenced Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MP5K-RIS-airsoft.jpg|thumb|none|350px|'''Airsoft''' Jing Gong MP5K RIS JG202. How the MP5K looks in the game (with some differences).]]&lt;br /&gt;
[[File:381.jpg|thumb|none|400px|MP5K R.I.S. System (modeled after an ICS Airsoft RAS)]]&lt;br /&gt;
[[File:Mw2Mp5k.jpg|thumb|none|600px|The MP5K in Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 MP5K (1).jpg|thumb|none|600px|Drawing the weapon with a good-ol' HK slap.]]&lt;br /&gt;
[[File:MW2 MP5K (2).jpg|thumb|none|600px|The MP5K in the player's hands.]]&lt;br /&gt;
[[File:MW2 MP5K (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 MP5K (4).jpg|thumb|none|600px|Reloading the MP5K.]]&lt;br /&gt;
[[File:MW2 MP5K (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 MP5K (6).jpg|thumb|none|600px|Dual-wielding MP5Ks.]]&lt;br /&gt;
[[File:MP5KSD-MW2.jpg|thumb|none|600px|A suppressed MP5K with red dot sight in &amp;quot;The Enemy of My Enemy&amp;quot;.]]&lt;br /&gt;
[[File:MP5KSD2-MW2.jpg|thumb|none|600px|Reloading the suppressed MP5K. Note the clear lack of a foregrip. The weapon has an S-E-F lower receiver, with the fire selector set to safe. However, the selector switch itself is that of a Navy trigger group, and is set to a position that would be pointing towards the semi-auto position on a Navy lower.]]&lt;br /&gt;
[[File:MW2MP.jpg|thumb|none|600px|Russian Internal Troops' supply units (notable by their white griffin patches) firing MP5K submachine guns behind riot shields. Note the shorter magazines.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster uses an HK slap-style empty reload for the MP5K, contrarily to the original game which involved pulling the charging handle after swapping magazines.&lt;br /&gt;
[[File:MW2R MP5K (1).jpg|thumb|none|600px|As with the original game, the equip animation shows the MP5K getting chambered, although the bolt never moves and seems to be a flat texture here.]]&lt;br /&gt;
[[File:MW2R MP5K (2).jpg|thumb|none|600px|The RIS foregrip is also absent again.]]&lt;br /&gt;
[[File:MW2R MP5K (3).jpg|thumb|none|600px|ADS of the MP5K.]]&lt;br /&gt;
[[File:MW2R MP5K (4).jpg|thumb|none|600px|Locking the bolt back on the empty reload.]]&lt;br /&gt;
[[File:MW2R MP5K (5).jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:MW2R MP5K (6).jpg|thumb|none|600px|Chambering the MP5K. The weapon has a proper SEF selector switch, though it is still set to safe.]]&lt;br /&gt;
[[File:MW2R MP5K (7).jpg|thumb|none|600px|The same inspection animation from ''Modern Warfare Remastered'' is also performed with the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is a submachine gun appearing in both singleplayer and multiplayer. Like the MP5K, Picatinny rails were added to the weapon. In singleplayer, it is used by Russian police, Russian military, Shadow Company, and Task Force 141. In multiplayer, it can be equipped with extended magazines like all the other SMGs. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed. Interestingly, the front sight is removed when optics are attached, which is only possible by way of completely chopping it off.&lt;br /&gt;
&lt;br /&gt;
A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Mw2Ump45.jpg|thumb|none|600px|The UMP45 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 UMP45 (1).jpg|thumb|none|600px|Holding the UMP45.]]&lt;br /&gt;
[[File:MW2 UMP45 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 UMP45 (3).jpg|thumb|none|600px|Reloading. An attempt has been made to portray the rounds inside the magazine, though they're pretty obviously just a 2D texture. The white line on the selector lever is textured at the wrong place; given the current setting of the fire selector, the line is supposed to be pointing towards the full-auto position at the bottom right, not the upper safe position as shown here. Nevertheless, the third-person model is textured correctly.]]&lt;br /&gt;
[[File:MW2 UMP45 (4).jpg|thumb|none|600px|Like the MP5K, the charging handle is pulled after the magazines are swapped.]]&lt;br /&gt;
[[File:MW2 UMP45 (5).jpg|thumb|none|600px|Dual-wielding UMP45s.]]&lt;br /&gt;
[[File:MW2TR5.jpg|thumb|none|600px|A Russian soldier holds a UMP45 fitted with a reflex scope. Note the absent front sight and intangible rear sight.]]&lt;br /&gt;
[[File:MW2 screen 24-1255733504.jpg|thumb|none|600px|The Shadow Company soldier on the far left wields a UMP45 with an EOTech sight. This screenshot is from an early version of the game; note the front sight is still present.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The UMP in the remaster has different markings on the receiver, and for some reason the reloading animations have been completely redone, without an HK slap-style reload like the MP5K.&lt;br /&gt;
[[File:MW2R UMP45 (1).jpg|thumb|none|600px|Initially-equipping the UMP results in a rather awkward palming of the charging handle.]]&lt;br /&gt;
[[File:MW2R UMP45 (2).jpg|thumb|none|600px|The H&amp;amp;K UMP taken from a Russian airport security officer.]]&lt;br /&gt;
[[File:MW2R UMP45 (3).jpg|thumb|none|600px|The UMP's iron sights.]]&lt;br /&gt;
[[File:MW2R UMP45 (4).jpg|thumb|none|600px|The new reload animation. The HK markings have been replaced by the fictional &amp;quot;Schmidt &amp;amp; Meier&amp;quot;, and the fire selector gained a (merely cosmetic) 2-round burst setting. The selector switch is erroneously pointed towards said burst mode.]]&lt;br /&gt;
[[File:MW2R UMP45 (5).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:MW2R UMP45 (6).jpg|thumb|none|600px|As with the MP5K, Allen plays with the magazine in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi]] returns from ''[[Call of Duty 4: Modern Warfare]]''. In singleplayer, it is used by Brazilian militiamen, Middle Eastern OpFor, and rarely by Makarov's Ultranationalists in the mission &amp;quot;Enemy of My Enemy&amp;quot;. Near the end of the game, the player gets to fire an Uzi during a boat chase. Like in ''Call of Duty 4'', it is incorrectly shown with a reciprocating charging handle.&lt;br /&gt;
&lt;br /&gt;
[[File:MiniUzi 01.jpg|thumb|none|400px|Mini Uzi with stock folded - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (1).jpg|thumb|none|600px|The Mini Uzi in first-person view. Unlike in ''Call of Duty 4'', the Mini Uzi in ''Modern Warfare 2'' has its stock unfolded, though it is still held with only one hand.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (6).jpg|thumb|none|600px|As in MW1, the sights are not properly lined up, and the gun would shoot high in reality.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (2).jpg|thumb|none|600px|This image shows what the sights should look like (though the front post is still too high).]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (3).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (4).jpg|thumb|none|600px|Racking the bolt.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (5).jpg|thumb|none|600px|Akimbo Uzis.]]&lt;br /&gt;
[[File:381.png|thumb|none|600px|Soap shoots his Mini Uzi while chasing an enemy zodiac.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Mini Uzi fires from an open bolt in the remastered version, and appropriately has a non-reciprocating charging handle.&lt;br /&gt;
[[File:MW2R Mini-Uzi (1).jpg|thumb|none|600px|Picking up the Mini Uzi results in a new initial-chambering animation.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (2).jpg|thumb|none|600px|The IMI Mini Uzi in the remaster.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (3).jpg|thumb|none|600px|Aiming with aligned sight.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (4).jpg|thumb|none|600px|Tossing aside a spent magazine when reloading.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (5).jpg|thumb|none|600px|Charging the Mini Uzi.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (6).jpg|thumb|none|600px|The inspect animation is much the same as with the COD4 remaster.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (7).jpg|thumb|none|600px|Weilding two Mini Uzis.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (8).jpg|thumb|none|600px|Inspecting the dual Mini Uzis.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] appears in the game and is categorized as a Machine Pistol. Despite being a rare example of a modern Russian firearm in the original ''Modern Warfare'' trilogy, it is only ever used by Russian Paratroopers and Makarov's Ultranationalists as a backup sidearm, most notably in the injured &amp;quot;last stand&amp;quot; state. Interestingly, like the Glock 17, the enemies fire the weapon in semi-auto in last stand, and the enemies will usually discharge a few rounds when they are shot in last stand. The PP-2000 can be equipped with assorted sights, scopes and accessories, including a thermal sight exclusive to the level &amp;quot;The Only Easy Day ... Was Yesterday&amp;quot;. It is an all around effective weapon in multiplayer due to its high rate of fire and low recoil, the weapon's only drawback is its 20 round magazine.&lt;br /&gt;
[[File:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2Pp2000.jpg|thumb|none|600px|The PP-2000 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 PP2000 (1).jpg|thumb|none|600px|Drawing the PP-2000, which involves disengaging the safety with the off hand, much like the HK91 in ''Call of Duty 4''. Interestingly, however, the safety lever actually moves this time.]]&lt;br /&gt;
[[File:MW2 PP2000 (2).jpg|thumb|none|600px|Holding the PP-2000.]]&lt;br /&gt;
[[File:MW2 PP2000 (3).jpg|thumb|none|600px|Aiming down the small iron sights.]]&lt;br /&gt;
[[File:MW2 PP2000 (4).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MW2 PP2000 (5).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2 PP2000 (6).jpg|thumb|none|600px|The player character fires a pair of PP-2000s.]]&lt;br /&gt;
[[File:MW2 PP2000 (7).jpg|thumb|none|600px|Reloading the two PP-2000s.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster, the player character actually grasps the front grip of the PP-2000 rather than firing the weapon one-handed. When equipped, the safety is no longer flicked off either; the character simply charges the PP-2000.&lt;br /&gt;
[[File:MW2R PP-2000 (1).jpg|thumb|none|600px|A PP-2000 taken from a Ultranationalist paratrooper in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
[[File:MW2R PP-2000 (2).jpg|thumb|none|600px|Sighting in the Ural truck.]]&lt;br /&gt;
[[File:MW2R PP-2000 (3).jpg|thumb|none|600px|Reloading the PP-2000.]]&lt;br /&gt;
[[File:MW2R PP-2000 (4).jpg|thumb|none|600px|Working the SMG's action.]]&lt;br /&gt;
[[File:MW2R PP-2000 (5).jpg|thumb|none|600px|Right side of the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector|Prototype TDI Vector]], fitted with a Gen 1 stock and using KRISS 25+ round extended Glock magazines that hold 30 rounds in gameplay, appears as an SMG in MW2. In singleplayer, it is used by Russian Troops, Shadow Company, and occasionally by Task Force 141 and Brazilian Militiamen. It is highly incorrect for the Russian Ultranationalists (except Makarov's gun-smuggling terrorists) to use the TDI Vector as a Personal Defense Weapon, as it is a weapon of US origin. A more likely alternative would be the PP-2000 featured in the game or the [[SR-2#SR-2_Veresk|SR2-Veresk]].&lt;br /&gt;
&lt;br /&gt;
It is generally fitted with a reflex sight, and it uses a suppressor in some levels. Its default finish is the two-tone black and tan finish like the real-life prototype; in &amp;quot;Just Like Old Times&amp;quot;, Soap's Vector has a unique black finish.&lt;br /&gt;
&lt;br /&gt;
As with some of the other in-game weapons, the iron sights have Infinity Ward trademarks on them.&lt;br /&gt;
[[File:Krisssuperv.jpg|thumb|none|450px|Prototype TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector SMG - .45 ACP]]&lt;br /&gt;
[[File:Mw2Vector.jpg|thumb|none|600px|The Vector in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 Vector (1).jpg|thumb|none|600px|The draw animation of the Vector has the player character flipping the stock open.]]&lt;br /&gt;
[[File:MW2 Vector (2).jpg|thumb|none|600px|Holding the Vector.]]&lt;br /&gt;
[[File:MW2 Vector (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 Vector (4).jpg|thumb|none|600px|Loading new magazine.]]&lt;br /&gt;
[[File:MW2 Vector (5).jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[File:MW2 Vector (6).jpg|thumb|none|600px|Dual-wielding Vectors.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Vector returns in much a largely unchanged appearance in ''Modern Warfare 2 Campaign Remastered''. The trigger group and pistol grip now have the same finish as the rest of the upper receiver though. In some missions, the Vector's lower has a desert camo finish, which was not seen in the original campaign story.&lt;br /&gt;
[[File:MW2R Vector (1).jpg|thumb|none|600px|Unfolding the remastered Vector's stock.]]&lt;br /&gt;
[[File:MW2R Vector (2).jpg|thumb|none|600px|The basic Vector in idle.]]&lt;br /&gt;
[[File:MW2R Vector (3).jpg|thumb|none|600px|ADS of the Vector.]]&lt;br /&gt;
[[File:MW2R Vector (4).jpg|thumb|none|600px|Reloading the extended Glock magazine]]&lt;br /&gt;
[[File:MW2R Vector (5).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:MW2R Vector (6).jpg|thumb|none|600px|Inspecting the Vector results in a brass check.]]&lt;br /&gt;
[[File:MW2R Vector (7).jpg|thumb|none|600px|Soap's black Vector in &amp;quot;Just Like Old Times&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A heavily customized AK hybrid appears in ''Modern Warfare 2'' as the &amp;quot;AK-47&amp;quot;. It has the milled receiver of an [[AK-47]], but with the ribbed top cover, 90 degree gas block, and front sight block of an [[AK-74]]. Additionally, it weirdly has one single rivet at the bottom rear of the receiver; its position is somewhat similar to the bottom rivet of a [[Draco Pistol]]. It is fitted with an LHV47 (or its airsoft clone from King Arms) railed handguard, IO Inc SCOP0040 scope mount, T6 stock adapter, Vltor IMod Stock, and a [[Saiga 12]] breaching muzzle brake. It feeds from Finnish AK polymer magazines. Overall, it appears the whole build has been based on some airsoft set like the G&amp;amp;P AK Tactical Conversion Kit which contains replicas of the listed above items.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by almost all enemy factions, including the Russian Military, Ultranationalists, and the Brazilian Militia. Most AK-47s are seen with arctic or desert camouflage, although some in the level &amp;quot;Loose Ends&amp;quot; have digital and woodland camouflage. It is the last weapon unlocked in multiplayer at level 70, and as such does not see much use as most players prefer to Prestige instead.&lt;br /&gt;
&lt;br /&gt;
Its depiction is wildly inaccurate for the Russian Army and even Makarov's Ultranationalists; these groups would be more likely use the [[AK-74M]] or possibly some rifles of the [[AK-101|AK-100 series]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Ak47mw.2.jpg|thumb|none|500px|'''Photoshopped''' AKM fitted with Tapco Intrafuse and T6 furniture sets and a Vltor Modstock and Stock Adapter, to look like the weapon in ''Modern Warfare 2'' - 7.62x39mm]]&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|500px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:MW2 AK47 (1).jpg|thumb|none|600px|Holding the custom AK.]]&lt;br /&gt;
[[File:MW2 AK47 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 AK47 (3).jpg|thumb|none|600px|Reloading the AK. Note that the top of the magazine is modeled as a solid block. The rifle appears to be manufactured by the Izhevsk Mechanical Plant as evidenced by the arrow inside triangle factory marking. The factory markings and serial number are in the proper place, however, instead of year of production it has has the letters &amp;quot;EP&amp;quot;. While this kind of letter markings was used, though on the fire selector, the denomination of EP is fictional as E was used to denote East German AKs and P for Polish ones.]]&lt;br /&gt;
[[File:MW2 AK47 (4).jpg|thumb|none|600px|Pulling the charging handle...]]&lt;br /&gt;
[[File:MW2 AK47 (5).jpg|thumb|none|600px|...which appears to stick out of a non existent bolt when looking at the right side of the rifle. Note the redundant serial number stamped on a place it doesn't belong. Additionally, the fire selector is incorrectly set to semi-auto.]]&lt;br /&gt;
[[File:CptMacTavishAk47.jpg|thumb|none|600px|Captain John &amp;quot;Soap&amp;quot; MacTavish with his AK; the third-person model has the selector correctly set to full-auto. Note the Saiga 12 door breaching muzzle, and the AK-74/AK-101/AK-103 gas block and front sight block.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered model resembles the previous one, but the AK-74 style gas block and front sight block have been replaced by those of an [[AKM]]. Additionally, the weapon now has Yugoslavian &amp;quot;U-R-J&amp;quot; selector markings on the right side.&lt;br /&gt;
[[File:MW2R AK-47 (1).jpg|thumb|none|600px|Pvt. Ramirez holds up Burger Town with his tacticool AK-47.]]&lt;br /&gt;
[[File:MW2R AK-47 (2).jpg|thumb|none|600px|ADS of the AK.]]&lt;br /&gt;
[[File:MW2R AK-47 (3).jpg|thumb|none|600px|Reloading the waffle magazine.]]&lt;br /&gt;
[[File:MW2R AK-47 (4).jpg|thumb|none|600px|Charging the rifle.]]&lt;br /&gt;
[[File:MW2R AK-47 (5).jpg|thumb|none|600px|The AK's right side. The fire selector is still set to semi-auto, and now this applies to the third-person model as well.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] is one of the most common weapons in the game. The in-game model features an A.R.M.S. #50C-TR S.I.R. system, flip-up PRI front sight gas block, A.R.M.S. #40L rear back up iron sights and a triple loop ambi sling adapter receiver end plate. The rail covers, lower receiver, stock, and pistol grip are all in tan. A KAC foregrip is fitted in first-person only, for some reason. The serrations on the back of the pistol grip confirms it to be an A2 but it is depicted without a finger groove and bottom toe.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is the first weapon provided to the player. It is primarily used by the U.S. Army Rangers and Task Force 141, including Soap. During &amp;quot;No Russian&amp;quot;, Vladimir Makarov and his terrorist group are also armed with the M4A1. The M4A1 is commonly equipped with the [[M203 grenade launcher]], often alongside other attachments. A suppressed M4A1 is available in the level &amp;quot;Museum&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The rifles in-game are apparently Colt-manufactured, with Colt's &amp;quot;prancing pony&amp;quot; logo stamped on the left side of the lower receiver on the in-game model. Curiously, the M4A1 held by Soap in one of the promotional images has a Bushmaster stamp on it.&lt;br /&gt;
&lt;br /&gt;
The rifle is modeled after the Tokyo Marui M4 S-System airsoft rifle and the STANAG magazines found in the webbing of some characters are actually modeled after airsoft magazines as evidenced by the circular opening at the top of the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui M4A1 S-System]]&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:A.R.M.S. Rail.jpg|thumb|none|400px|An A.R.M.S. #50C-TR S.I.R.]]&lt;br /&gt;
[[File:MW2 M4A1 (1).jpg|thumb|none|600px|Drawing the M4A1 by dramatically racking the charging handle.]]&lt;br /&gt;
[[File:MW2 M4A1 (2).jpg|thumb|none|600px|Holding the M4A1.]]&lt;br /&gt;
[[File:MW2 M4A1 (3).jpg|thumb|none|600px|The iron sights. When any alternate sights are mounted, these sights are flipped down in first-person; they're always flipped up in third person.]]&lt;br /&gt;
[[File:MW2 M4A1 (4).jpg|thumb|none|600px|Reloading the M4A1. The magazines seem to be taped in order to increase friction and make gripping easier.]]&lt;br /&gt;
[[File:MW2 M4A1 (5).jpg|thumb|none|600px|Pressing the bolt release. Note that the fire selector is set to semi-auto while the weapon actually fires in full auto, a common modeling mistake.]]&lt;br /&gt;
[[File:MW2 M4A1 (6).jpg|thumb|none|600px|View of the right side of the M4A1, showing off that the right side a low detail mirror of the left.]]&lt;br /&gt;
[[File:MW2 screen 16-1255734153.jpg|thumb|none|600px|Lt. Simon &amp;quot;Ghost&amp;quot; Riley with his M4A1 during &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;. Note that the right side of the weapon is a mirror of the left side, meaning that the M4A1 lacks many key components, such as the ejection port, forward assist, brass deflector and magazine release button. The same goes for the [[M16A4]].]]&lt;br /&gt;
[[File:MW2 M4render.jpg|thumb|none|600px|A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of &amp;quot;Team Player&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered M4A1 has the fire select actually on full-auto, the pistol grip is now a properly modelled A2, the castle nut is now tan and the receiver end plate is now standard and the right side of the rifle is no longer a low resolution mirror of the left, but is properly textured. Some M4A1s issued and used in levels feature the laser-designating function sport AN/PEQ-2 IR designators from ''Modern Warfare Remastered.'' The empty reload also shows the operator smacking the bolt release tab rather than thumbing it as with the original game.&lt;br /&gt;
&lt;br /&gt;
The STANAG magazines found in the webbing of some characters are once again modeled after airsoft magazines.&lt;br /&gt;
[[File:MW2R M4A1 (1).jpg|thumb|none|600px|Retrieving the M4A1 of the table in the opening training segment.]]&lt;br /&gt;
[[File:MW2R M4A1 (2).jpg|thumb|none|600px|The M4A1 on the training range.]]&lt;br /&gt;
[[File:MW2R M4A1 (3).jpg|thumb|none|600px|Following Sgt. Foley's wisdom, Allen aims down his sights on a target.]]&lt;br /&gt;
[[File:MW2R M4A1 (4).jpg|thumb|none|600px|Loading the M4 with a thirty-round STANAG.]]&lt;br /&gt;
[[File:MW2R M4A1 (5).jpg|thumb|none|600px|Clapping the bolt release in a manner similar to the SCAR-H.]]&lt;br /&gt;
[[File:MW2R M4A1 (6).jpg|thumb|none|600px|Getting a full view of the M4A1. The lower receiver lacks an auto-sear pin.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16A4]] appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with the IMI Defense MRS-M handguard which is depicted with slightly misplaced and fewer vent holes.&lt;br /&gt;
&lt;br /&gt;
Just like in ''[[Call of Duty 4: Modern Warfare]]'', when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action.&lt;br /&gt;
[[File:M16A4withANPEQ%26ACOG.jpg|thumb|none|500px|M16A4 Modular Weapon System - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2M16.jpg|thumb|none|600px|The M16A4 in the create-a-class menu.]]&lt;br /&gt;
[[File:MW2 M16A4 (1).jpg|thumb|none|600px|Holding the M16A4. Note the rail covers and the Picatinny rail inside the carrying handle; said rail is never used, as the handle is always removed and replaced with a long piece of rail when other sights are mounted. The rear sight on the handle itself is enlarged to clear said rail.]]&lt;br /&gt;
[[File:MW2 M16A4 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M16A4 (3).jpg|thumb|none|600px|Reloading the M16A4. Not only the fire selector is incorrectly set to semi-auto, but also it has Safe/Semi/Auto markings (like an M16A3) rather than the appropriate Safe/Semi/Burst.]]&lt;br /&gt;
[[File:MW2 M16A4 (4).jpg|thumb|none|600px|Pressing the bolt release, while watching the tiny stub of a sling attached to the front sling swivel flop around uselessly as the rifle moves.]]&lt;br /&gt;
[[File:MW2 M16A4 (5).jpg|thumb|none|600px|The rifle's right side is rather worryingly absent in first-person.]]&lt;br /&gt;
[[File:382.png|thumb|none|600px|A US Army Ranger fires his M16A4 fitted with ACOG. Note that the front sight is removed, and that the right side is just a mirror of the left.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered M16A4 reuses the same reload animations from the ''Call of Duty 4: Modern Warfare'' version instead of sharing animations with the M4A1, as is the case in the original ''MW2''. It has proper Safe/Semi/Burst selector markings, but the barrel incorrectly has an M203 groove, like in ''[[Call of Duty: Modern Warfare Remastered]]''. Like the M4A1 in the remaster, the right side of the rifle is no longer a low resolution mirror of the left but properly modeled. The front sight also disappears completely when optics are attached, as in the original game.&lt;br /&gt;
[[File:MW2R M16A4 (1).jpg|thumb|none|600px|Drawing a M16A4/M203 combo; the user racks the weapon's charging handle.]]&lt;br /&gt;
[[File:MW2R M16A4 (2).jpg|thumb|none|600px|Holding the M16A4.]]&lt;br /&gt;
[[File:MW2R M16A4 (3).jpg|thumb|none|600px|Aiming down the iron sights. The rear aperture is ridiculously tall, defeating the purpose of the carry handle's wings, which are meant to protect the aperture from damage.]]&lt;br /&gt;
[[File:MW2R M16A4 (4).jpg|thumb|none|600px|Loading a new magazine.]]&lt;br /&gt;
[[File:MW2R M16A4 (5).jpg|thumb|none|600px|Giving the bolt release a press.]]&lt;br /&gt;
[[File:MW2R M16A4 (6).jpg|thumb|none|600px|Looking at the right side of the M16 with an M203. Due to the right sight being properly modeled, the rifle now gets a proper forward assist, brass deflector, ejection port and magazine release button.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian military and Russian Ultranationalists. Some FAMASes with a unique &amp;quot;White Tape Camo&amp;quot; can occasionally be found in singleplayer.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS with its default Troy Battle Sights iron sights. Note that the Troy Battle Sights are mounted backwards.]]&lt;br /&gt;
[[File:MW2 FAMAS (2).jpg|thumb|none|600px|Aiming down through the sights, mounted on top of rails mounted on top of the carrying handle.]]&lt;br /&gt;
[[File:MW2 FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS; note the trigger discipline.]]&lt;br /&gt;
[[File:MW2 FAMAS (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2-FAMAS tape camo.jpg|thumb|none|600px|Roach holds a FAMAS F1 with the white tape camo during &amp;quot;The Gulag&amp;quot;, which is apparently used as improvised arctic camouflage.]]&lt;br /&gt;
[[File:MW2FamasF1.jpg|thumb|none|600px|A Russian Ultranationalist holds a FAMAS with White Tape Camo.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R FAMAS (1).jpg|thumb|none|600px|The FAMAS F1 gains a new draw animation where Roach chambers the rifle with his right hand.]]&lt;br /&gt;
[[File:MW2R FAMAS (2).jpg|thumb|none|600px|Holding the taped FAMAS. Being taped up is rather appropriate for a rifle which hasn't had so much as a spare part produced for over 20 years.]]&lt;br /&gt;
[[File:MW2R FAMAS (3).jpg|thumb|none|600px|Aiming with the still backwards Troy sights.]]&lt;br /&gt;
[[File:MW2R FAMAS (4).jpg|thumb|none|600px|Loading a fresh magazine. Ironically, the remaster lacks trigger discipline on this weapon, even though the original game did have it.]]&lt;br /&gt;
[[File:MW2R FAMAS (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2R FAMAS (6).jpg|thumb|none|600px|The FAMAS's right side.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] appears in singleplayer and multiplayer. In singleplayer, the F2000 is used by the Ultranationalists (another questionable choice, being Belgian in origin), commonly with thermal sights. The F2000 can incorrectly mount the [[M203]] grenade launcher instead of the [[FN GL-1]].&lt;br /&gt;
&lt;br /&gt;
Despite being an assault rifle, it behaves more like an SMG: it has a very high rate of fire (chewing through its 30 round magazine in less than three seconds), substantial recoil, and very low damage without Stopping Power. Its unpredictable recoil and low damage makes it weak at medium to long ranges, but its rate of fire allows it to excel in close quarters.&lt;br /&gt;
&lt;br /&gt;
Its Create-A Class image shows the removable forearm pushed back where the trigger guard would be.&lt;br /&gt;
[[File:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 F2000 (1).jpg|thumb|none|600px|Holding the F2000 Tactical.]]&lt;br /&gt;
[[File:MW2 F2000 (2).jpg|thumb|none|600px|Aiming down the iron sights. These are folded down once other sights are attached.]]&lt;br /&gt;
[[File:MW2 F2000 (3).jpg|thumb|none|600px|Reloading the F2000 Tactical. Note how the FN logo is rotated 90 degrees.]]&lt;br /&gt;
[[File:MW2 F2000slam.jpg|thumb|none|600px|During an empty reload, the player character hits the takedown button after replacing the magazine, which apparently chambers a round instead of causing the rifle to come apart; the F2000's charging handle must be pulled to chamber a fresh round since the weapon does not have a bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The charging handle is correctly used during empty reloads in the remastered version.&lt;br /&gt;
[[File:MW2R F2000 (5).jpg|thumb|none|600px|The remastered F2000 Tactical.]]&lt;br /&gt;
[[File:MW2R F2000 (6).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:MW2R F2000 (7).jpg|thumb|none|600px|Removing a STANAG mag.]]&lt;br /&gt;
[[File:MW2R F2000 (8).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:MW2R F2000 (9).jpg|thumb|none|600px|The F2000's right side.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The F2000 Tactical has a unique Red Dot Sight attachment model based on the 1.6x scope of the original [[FN F2000]], but it differs from the real F2000 scope in that it is mounted on top of the F2000 Tactical's raised Picatinny rails, and leaves the rails exposed on the sides; the original F2000 had a lower, shorter rail for mounting the scope that is completely hidden by the scope shroud. As such, the resultant in-game model of the F2000 Tactical with the pseudo-F2000-scope is a shoddy approximation of the original scoped F2000, and has many differences in detail. &lt;br /&gt;
&lt;br /&gt;
As mentioned, the pseudo-F2000-scope is also incorrectly portrayed as a red dot sight rather than a conventional scope. Strangely, the EMP has no effect on the sight. (For extra trivia, the EMP does disable ACOGs, but this is incorrect because the ACOG scope doesn't uses any batteries and should still function despite an EMP)&lt;br /&gt;
&lt;br /&gt;
The original F2000 is also the weapon shown on the F2000's kill icon.&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 F2000 (4).jpg|thumb|none|600px|The F2000 in multiplayer.]]&lt;br /&gt;
[[File:MW2 F2000 (5).jpg|thumb|none|600px|Aiming through the F2000's scope.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered original F2000 scope is modeled properly, and uses the correct reticle instead of a red dot.&lt;br /&gt;
[[File:MW2R F2000 (1).jpg|thumb|none|600px|The classic style F2000 taken from a FSB officer on the airport tarmac.]]&lt;br /&gt;
[[File:MW2R F2000 (2).jpg|thumb|none|600px|Aiming with the correct style of scope reticle.]]&lt;br /&gt;
[[File:MW2R F2000 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R F2000 (4).jpg|thumb|none|600px|Charging the F2000.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in the game, equipped with a receiver mounted A.R.M.S #18 M21/14. It has the ribbed metal handguard from StG 58, a ramp rear sight from FAL, and the charging handle and 30-round magazines from [[DSA SA58 OSW|DSArms SA58 FAL rifles]]. The stock is a hybrid between the standard stock and the humped stock. The weapon is locked to semi-auto. Its charging handle is incorrectly animated to reciprocate when firing.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is commonly used by the Brazilian Militia, and sometimes by the Middle Eastern OpFor and the Russian military. It is usually equipped with either a KAC Masterkey or an ACOG scope in singleplayer. In Multiplayer, the 30-round magazines hold only 20 rounds by default, and only go up to 30 with the Extended Mags attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:FN FAL 50 00.jpg|none|thumb|500px|FN FAL - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the handguard and sights.]]&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|none|thumb|400px|DSArms SA58 OSW Carbine - 7.62x51mm NATO. Image used to show the charging handle and 30-round magazine.]]&lt;br /&gt;
[[File:MW2 FAL (1).jpg|thumb|none|600px|The FAL in first person.]]&lt;br /&gt;
[[File:MW2 FAL (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 FAL (3).jpg|thumb|none|600px|The &amp;quot;speed reload&amp;quot; technique is utilized when reloading, where the player character presses the magazine release paddle with a fresh magazine and chops away the old magazine. Note that there are still rounds in the old magazine.]]&lt;br /&gt;
[[File:MW2 FAL (4).jpg|thumb|none|600px|After loading in a new magazine, the player character racks the charging handle with his pinky for extra style.]]&lt;br /&gt;
[[File:MW2 FAL (5).jpg|thumb|none|600px|Spinning left reveals the right side to be completely flat, with a shadow of the scope mount textured over where the ejection port should be. The right side magwell is also missing.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The FAL returns largely unchanged in ''Modern Warfare 2 Campaign Remastered'' although it only holds 20 shots in the 30-round magazines, as in the original game's multiplayer. The charging handle also no longer reciprocates when firing.&lt;br /&gt;
[[File:MW2R FAL (1).jpg|thumb|none|600px|Roach wields a FAL in the favela.]]&lt;br /&gt;
[[File:MW2R FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW2R FAL (3).jpg|thumb|none|600px|Inserting the fresh magazine - the spent one can be seen falling out.]]&lt;br /&gt;
[[File:MW2R FAL (4).jpg|thumb|none|600px|Charging the FAL.]]&lt;br /&gt;
[[File:MW2R FAL (5).jpg|thumb|none|600px|Inspecting the FAL's magazine shows it only ever loaded with three rounds.]]&lt;br /&gt;
[[File:MW2R FAL (6).jpg|thumb|none|600px|Roach then turns the rifle over and checks the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[SCAR-H]] appears in ''Modern Warfare 2'' as a high-damage, low rate of fire assault rifle. The in-game model is an older 2nd generation model, with the straight cheek rest on the stock. Its rear sights is chopped down, and the iron sights have Infinity Ward trademarks (like the Vector and some other weapons). It is also mounted backwards. In multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds 30; it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the &amp;quot;Extended Magazines&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a vertical foregrip can be found in the singleplayer level &amp;quot;S.S.D.D.&amp;quot; and the Spec Ops mission &amp;quot;The Pit&amp;quot;. In multiplayer, its kill icon in the killfeed is also shown with a vertical foregrip, despite said attachment being unavailable for the SCAR in multiplayer.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 SCAR-H (1).jpg|thumb|none|600px|The draw animation of the SCAR-H, which involves a sideways pull of the bolt handle.]]&lt;br /&gt;
[[File:MW2 SCAR-H (2).jpg|thumb|none|600px|Holding the SCAR-H. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:MW2 SCAR-H (3).jpg|thumb|none|600px|Aiming the SCAR-H at some faux Saddam Hussein statue.]]&lt;br /&gt;
[[File:MW2 SCAR-H (4).jpg|thumb|none|600px|Reloading the SCAR-H. Note the gray colored magazine.]]&lt;br /&gt;
[[File:MW2 SCAR-H (5).jpg|thumb|none|600px|Hitting the bolt release as a part of the empty reload. Of note is that the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round, which doesn't happen in-game.]]&lt;br /&gt;
[[File:MW2 SCAR-H (6).jpg|thumb|none|600px|Drawing a SCAR-H equipped with a Heartbeat Sensor.]]&lt;br /&gt;
[[File:MW2 SCAR-H (7).jpg|thumb|none|600px|With the Heartbeat Sensor attached, the bolt release is covered by the RIS rail, so the player character presses the ''mag release'' instead to chamber the weapon, pretending that nobody would notice.]]&lt;br /&gt;
[[File:MW2 SCAR-H (8).jpg|thumb|none|600px|The foregrip-equipped SCAR in &amp;quot;The Pit&amp;quot;. Note the fire selector erroneously set to semi-auto.]]&lt;br /&gt;
[[File:MW2 screen 26-12557342731.jpg|600px|thumb|none|Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.]]&lt;br /&gt;
[[File:MW2-SCAR thermal.jpg|thumb|none|600px|A SCAR-H CQC with thermal sight at the Shadow Company hideout. Note the straight cheek rest of the 2nd generation model.]]&lt;br /&gt;
[[File:MW2 SCARrender.jpg|thumb|none|600px|A wall of scans showing off the US Army's indomitable arsenal of pump shotguns slung under SCAR-Hs.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The SCAR-H is now modeled after the third generation production model. The 30-round capacity from the original singleplayer has been decreased to the more common 20-rounder in ''Modern Warfare 2 Campaign Remastered''. Additionally, the bolt correctly locks to the rear when a magazine is emptied, and the fire selector is correctly set to full-auto. The rear sight is no longer backwards, but it is mounted much further forwards in order to retain the same placement for the rear post.&lt;br /&gt;
&lt;br /&gt;
There is a small bug with the SCAR-H fitted with the KAC Masterkey attachment: when the shotgun is emptied and is about to be reloaded, the SCAR-H's bolt briefly locks back then instantly returns forward.&lt;br /&gt;
[[File:MW2R SCAR-H (1).jpg|thumb|none|600px|The foregrip-equipped FN SCAR-H inside the Pit.]]&lt;br /&gt;
[[File:MW2R SCAR-H (2).jpg|thumb|none|600px|Aiming the SCAR.]]&lt;br /&gt;
[[File:MW2R SCAR-H (3).jpg|thumb|none|600px|Reloading; note the fully locked back bolt and different style of rear sling mount compared to the original 2nd gen model.]]&lt;br /&gt;
[[File:MW2R SCAR-H (4).jpg|thumb|none|600px|Palming the bolt release.]]&lt;br /&gt;
[[File:MW2R SCAR-H (5).jpg|thumb|none|600px|Inspecting a completely empty SCAR-H reveals the magazine is always modeled with cartridges in it regardless.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[IMI Tavor TAR-21]] appears in both singleplayer and multiplayer. In singleplayer, the TAR-21 is used by Russian soldiers and Task Force 141, almost always used with kind of optical sight or scope. Its kill icon always shows it with a Holographic Sight (an EOTech holographic sight).&lt;br /&gt;
[[File:Tavor-tar.jpg|thumb|none|500px|IMI Tavor TAR-21 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 TAR21 (1).jpg|thumb|none|600px|Drawing the TAR-21 involves giving the charging handle a quick pull. Note character's palm is facing upwards, different from the empty reload.]]&lt;br /&gt;
[[File:MW2 TAR21 (2).jpg|thumb|none|600px|Holding the TAR-21.]]&lt;br /&gt;
[[File:MW2 TAR21 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 TAR21 (4).jpg|thumb|none|600px|Reloading the Tavor.]]&lt;br /&gt;
[[File:MW2 TAR21 (5).jpg|thumb|none|600px|Pulling the bolt to chamber the weapon.]]&lt;br /&gt;
[[File:MW2-TAR21 mars.jpg|thumb|none|600px|The TAR-21 equipped with a MARS sight; in multiplayer, the Red Dot Sight is replaced by the MARS sight, while in singleplayer, TAR-21s with MARS sights appear alongside TAR-21s with standard red dot sights.]]&lt;br /&gt;
[[File:Mw2tar21stupid.jpg|thumb|none|600px|The in-game worldmodel of a Tavor with an M203, which looks as if the M203 is more or less superglued to the Tavor. In reality, only the GTAR-21 variant of the TAR-21 can accept the M203.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R TAR-21 (1).jpg|thumb|none|600px|A MARS-sighted TAR-21 inside the Burger Town kitchen.]]&lt;br /&gt;
[[File:MW2R TAR-21 (2).jpg|thumb|none|600px|Looking through the MARS sight.]]&lt;br /&gt;
[[File:MW2R TAR-21 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R TAR-21 (4).jpg|thumb|none|600px|Charging the TAR, this is the same animation when equipping it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 EBR==&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 1 EBR]] appears in the game, almost always with a scope attached. In singleplayer, it appears as the standard weapon for Task Force 141 snipers, and is referred to as the &amp;quot;M14 EBR&amp;quot;, the US Army designation. This seems to be the weapon of choice for Captain MacTavish.&lt;br /&gt;
&lt;br /&gt;
It is the last sniper rifle to be unlocked in multiplayer, where it is listed incorrectly as an &amp;quot;M21 EBR&amp;quot;, likely to remind players of the actual [[M21]] in ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
An unscoped Mk 14 Mod 1 EBR can be found in the Spec-Ops mission &amp;quot;Breach &amp;amp; Clear&amp;quot;, though it still has the exact same zoom level as when equipped with an ACOG. It is the only time the player gets to use it with iron sights.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR with scope, Tango Down grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M14EBR (1).jpg|thumb|none|600px|The Mk 14 EBR in first-person view.]]&lt;br /&gt;
[[File:MW2 M14EBR (2).jpg|thumb|none|600px|Reloading the Mk 14 EBR.]]&lt;br /&gt;
[[File:MW2 M14EBR (3).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2 M14EBR (4).jpg|thumb|none|600px|The iron-sighted EBR in &amp;quot;Breach &amp;amp; Clear&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M14EBR (5).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2McTavishRifle.png|thumb|none|600px|Soap with the Mk 14 EBR with a suppressor on his back.]]&lt;br /&gt;
[[File:Pc_wallpaper_04_1024x768.png|thumb|none|600px|Soap with the Mk 14 EBR. Note the Magpul CTR stock.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remastered version, the bolt now locks back at the start of an empty reload.&lt;br /&gt;
[[File:MW2R M14EBR (1).jpg|thumb|none|600px|Captain MacTavish hands Roach the EBR at the end of &amp;quot;The Only Easy Day.. Was Yesterday&amp;quot;. The magazine is mispositioned in this sequence.]]&lt;br /&gt;
[[File:MW2R M14EBR0.jpg|thumb|none|600px|Roach draws the rifle at the start of &amp;quot;The Gulag&amp;quot;. Note the animation is virtually the same as the dry reload, minus the bolt position starting all the way forward. The bolt also does not rotate as it does in reality, even though the previous remaster got this detail correct.]]&lt;br /&gt;
[[File:MW2R M14EBR1.jpg|thumb|none|600px|Holding the rife while Soap fires on Russian soldiers below.]]&lt;br /&gt;
[[File:MW2R M14EBR2.jpg|thumb|none|600px|Examining the rifle.]]&lt;br /&gt;
[[File:MW2R M14EBR3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R M14EBR4.jpg|thumb|none|600px|Inserting a new magazine. Note that, much like the SVD's reload, the player character will toss the mag away regardless of if it still has bullets in it. Also, the magazine seems to be modeled almost empty much like other weapons.]]&lt;br /&gt;
[[File:MW2R M14EBR5.jpg|thumb|none|600px|Releasing the bolt while getting buzzed by an F-15 Eagle.]]&lt;br /&gt;
[[File:MW2RToadArcher.jpg|thumb|none|600px|TF-141 snipers Archer and Toad with M14 EBR rifles in the mission &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Masada==&lt;br /&gt;
The [[Magpul Masada]] appears in the game under the name &amp;quot;ACR&amp;quot;, actually the name of its successors manufactured by Bushmaster and Remington. It is a Gen 2 Masada, characterized by its forward-mounted and ambidextrous charging handle. The handle itself is the early version which was seen at the 2007 SHOT Show and can be found on A&amp;amp;K airsoft versions. The front sight is loosely based on the Masada's front sight, while the rear sight appears to be loosely based on the Magpul MBUS. The rifle also has a Masada handguard with rails attached on the sides and a 10.5&amp;quot; barrel, and uses 30-round Magpul PMags.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the Masada is commonly used by Task Force 141 and Shadow Company. It first appears in &amp;quot;Cliffhanger&amp;quot;, where it is equipped with a suppressor, reflex sight (with more zoom than a normal reflex sight), heartbeat monitor, and a unique arctic camouflage not found on any other weapon and not available in multiplayer. Masadas with [[M203]] grenade launchers can be found in &amp;quot;Takedown&amp;quot; and &amp;quot;Loose Ends&amp;quot;, the former having an ACOG scope, and the latter having a holographic sight (which has the zoom level of an ACOG, for some reason). A Masada with the same attachments as the one in &amp;quot;Cliffhanger&amp;quot; but with a unique matte black finish is found in &amp;quot;Just Like Old Times&amp;quot;. It has very low recoil even in full automatic, making it a versatile all-range weapon.&lt;br /&gt;
[[File:Airsoft Masada Gen 2 (black).jpg|thumb|none|500px|'''Airsoft''' Gen 2 Magpul Masada - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 ACR (1).jpg|thumb|none|600px|Drawing the &amp;quot;ACR&amp;quot;. Note how the handguard pin sticks out as if the handguard is being disassembled.]]&lt;br /&gt;
[[File:MW2 ACR (2).jpg|thumb|none|600px|Holding the Masada.]]&lt;br /&gt;
[[File:MW2 ACR (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 ACR (4).jpg|thumb|none|600px|Reloading the rifle with a Magpul PMAG. Note the incorrect HK-style fire selector markings placed on the wrong side of the switch. The selector is also set to the safety position of a real Masada.]]&lt;br /&gt;
[[File:MW2 ACR (5).jpg|thumb|none|600px|Chambering the Masada by pulling on the charging handle with the right hand; it would be more efficient to simply press the bolt catch release button that is right next to the trigger housing, or at least simply cock it from the left side without having to switch hands, due to the ambidextrous charging handle.]]&lt;br /&gt;
[[File:MW2AR2.png|thumb|none|600px|The unique snow camo Masada used by Roach in the mission &amp;quot;Cliffhanger&amp;quot;. For some reason it also gets a unique ammo pool which maxes out at 840 instead of 630, despite it being impossible to get more ammo for it in this mission.]]&lt;br /&gt;
[[File:MW2-ACR Unique.jpg|thumb|none|600px|The unique matte black Masada. Prior to the &amp;quot;primary gunfighter&amp;quot; perk of ''[[Call of Duty: Black Ops 2|Black Ops 2]]'', it was impossible to create such a weapon in any of the games' multiplayer, and weapons with three attachments were almost always restricted to being starting weapons in the campaign. Some of these campaign-only weapon configurations also have special boosts: these black Masadas in &amp;quot;Just Like Old Times&amp;quot;, for example, have a maximum ammo count of 1,260 instead of 630.]]&lt;br /&gt;
[[File:MW2-ACR Ghost.jpg|thumb|none|600px|Ghost threatens to kill a shed with his Masada unless the Russians allow Price to cause an absolutely baffling plot twist.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR (remastered version)===&lt;br /&gt;
The prototype Masada from the original has been replaced with a proper [[Remington ACR]] in the remaster. It retains the same pseudo-Masada front sight and pseudo-Magpul rear MBUS complete with the inappropriately sticking out handguard pin, though this time around it has a right side mounted non-ambidextrous charging handle which is modeled after the production version of the ACR handle. A modelling goof leaves the magazines sticking much further out of the magwell than they should.&lt;br /&gt;
[[File:Remington ACR.jpg|thumb|none|500px|Remington ACR with 16.5&amp;quot; barrel, Magpul PMAG, 5-sided handguard, and suppressor - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2R ACR (1).jpg|thumb|none|600px|Equipping the ACR in the remaster results in a dramatic chambering of the rifle.]]&lt;br /&gt;
[[File:MW2R ACR (2).jpg|thumb|none|600px|The vanilla ACR inside the museum.]]&lt;br /&gt;
[[File:MW2R ACR (3).jpg|thumb|none|600px|Using the ACR's sights.]]&lt;br /&gt;
[[File:MW2R ACR (4).jpg|thumb|none|600px|Reloading. Note how it appears as though there's only two bullets loaded in the magazine.]]&lt;br /&gt;
[[File:MW2R ACR (5).jpg|thumb|none|600px|Strong-arming the charging handle.]]&lt;br /&gt;
[[File:MW2R ACR (6).jpg|thumb|none|600px|Inspecting reveals the ''severely'' mispositioned magazine; for reference, the light strip near the center of the image is the magazine catch, which is supposed to interface with the magazine's locking notch (the small rectangle near the top of the magazine).]]&lt;br /&gt;
[[File:MW2R SCACR 1.jpg|thumb|none|600px|A Shadow Company soldier with an ACR.]]&lt;br /&gt;
[[File:MW2R SCACR 2.jpg|thumb|none|600px|Reloading. Note that when reloading for most weapons NPCs will actually physically remove magazines, pull new ones out and hit bolt releases or charge the weapons. This is something which had existed in the original but was not this detailed. Also note the wide field of view distorting the image and elongating the front of the rifle to look almost 20 inches.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
In the single-player campaign, the &amp;quot;AUG HBAR&amp;quot; takes the appearance of a [[Steyr AUG A2]], mostly evidenced by the 20&amp;quot; barrel, whereas in multiplayer it is actually modeled after an AUG HBAR-T. It has a 30-round magazine and is equipped with either a rail-mounted version of the Swarovski AUG A1 scope or a Red Dot Sight. It is used mainly by Russian Ultranationalists. In real life, the Steyr AUG (A1) was used by VDV and by FSB Spetsnaz units (now out of service).&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the AUG A2 appears as the kill icon for the AUG HBAR, implying that like the L85, it was supposed to appear in multiplayer as an assault rifle before being reworked into the AUG HBAR as an LMG in multiplayer.&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 AUG A2 (1).jpg|thumb|none|600px|The AUG A2 with the A1 scope, which is rather impractically high. This rail-mounted Swarovski scope also does not exist in reality; real AUG A1 scopes are integrated into the receiver.]]&lt;br /&gt;
[[File:MW2 AUG A2 (2).jpg|thumb|none|600px|View down the typical ''Modern Warfare'' series scope reticle.]]&lt;br /&gt;
[[File:MW2 AUG A2 (3).jpg|thumb|none|600px|The AUG with a red dot mounted. Although not visible unless aiming, the front sight from the multiplayer version is also present.]]&lt;br /&gt;
[[File:MW2-AUG Reload.jpg|thumb|none|600px|Reloading the AUG A2.]]&lt;br /&gt;
[[File:MW2AUGA1.jpg|thumb|none|600px|A Russian Ultranationalist shoving his AUG's scope into his goggles.]]&lt;br /&gt;
[[File:MW2-AUG Cpt Price.jpg|thumb|none|600px|On the plus side, he does understand how to use the foregrip; Captain Price, on the other hand, is still figuring things out.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The AUG A2 still appears under the &amp;quot;AUG HBAR&amp;quot; moniker in ''Modern Warfare 2 Campaign Remastered.'' The remastered AUG is a hybrid, with most of the features of an A2, but the bolt release of an A3; this hybridization can be increased further with the addition of the A1's Swarovski scope, which is now correctly depicted as an integral part of the receiver instead of a rail-mounted attachment. It also has a winter camo finish in the snow missions, unlike the original game.&lt;br /&gt;
 &lt;br /&gt;
As there is no multiplayer for the remaster, the actual LMG variant cannot be found.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|500px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2R AUG (1).jpg|thumb|none|600px|The AUG with its classic scope on &amp;quot;Loose Ends&amp;quot;. The unused back-up iron sights on top of the Swarovski scope are centered, but are actually supposed be offset to the right side.]]&lt;br /&gt;
[[File:MW2R AUG (2).jpg|thumb|none|600px|Aiming also reveals the correct reticle.]]&lt;br /&gt;
[[File:MW2R AUG (3).jpg|thumb|none|600px|Reloading the Steyr.]]&lt;br /&gt;
[[File:MW2R AUG (4).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:MW2R AUG (5).jpg|thumb|none|600px|Inspecting a reflex sight-equipped AUG A2. Note the incredibly narrowly-spaced rail segments attached to the rifle, as well as the inexplicable A3 bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
In what might be the most infamous depiction of a somewhat obscure sniper rifle in any media ever, the [[Cheyenne Tactical M-200 Intervention|Cheyenne Tactical M200 Intervention]] appears in ''Modern Warfare 2'' as a usable sniper rifle. The rifle, known as simply &amp;quot;Intervention&amp;quot; in-game, is the only usable bolt-action sniper rifle in the game. It has an unusable AN/PEQ-2 laser unit mounted on the Picatinny rail just forward of the scope, which disappears when an ACOG Scope is used.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in &amp;quot;Just Like Old Times&amp;quot;, the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The depiction of the Intervention within ''Modern Warfare 2'' propelled the weapon into relative infamy; while the weapon itself was never deemed as &amp;quot;overpowered&amp;quot;, a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of Call of Duty generally being enjoyed by loud, skill-lacking, faux-MLG &amp;quot;tryhards&amp;quot;) has made the Intervention a staple of &amp;quot;montage parodies&amp;quot;, along with the infamous acts of &amp;quot;no-scoping&amp;quot; and &amp;quot;quick-scoping&amp;quot;. The popularity of the weapon has allowed the Intervention to return in three other games in the franchise: ''[[Call of Duty Online]]'' (as the &amp;quot;CheyTacM200&amp;quot;), ''[[Call of Duty: Infinite Warfare]]'' (as the &amp;quot;TF-141&amp;quot;), and ''[[Call of Duty 4: Modern Warfare|Call of Duty: Modern Warfare Remastered]]'' (as the &amp;quot;S-Tac Aggressor&amp;quot;).&lt;br /&gt;
[[File:M200.jpg|thumb|none|550px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:MW2 M200 (1).jpg|thumb|none|600px|The Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand would make it hard to keep the rifle steady in reality.]]&lt;br /&gt;
[[File:MW2 M200 (2).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:MW2 M200 (3).jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:MW2 M200 (4).jpg|thumb|none|600px|The flat right side of the M200. Note that the PEQ box lacks a right side as well.]]&lt;br /&gt;
[[File:MW2-M200 Cpt Price.jpg|thumb|none|600px|Captain Price holds his suppressed Intervention in &amp;quot;Just Like Old Times&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The ''MW2R'' CheyTac M200 seems to be a more detailed version from ''[[Call of Duty: Infinite Warfare]]'', and has similar initial draw/inspect animations.&lt;br /&gt;
[[File:MW2R M200 (1).jpg|thumb|none|600px|Ramirez holds the Intervention. Note how it is held in a far more conventional manner now, with the left hand on the handguard, like MWR's &amp;quot;S-Tac Aggressor&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M200 (2).jpg|thumb|none|600px|Ramirez aims down the scope of the sniper rifle, and sees an old friend: &amp;quot;scope_overlay_m40a3&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M200 (3).jpg|thumb|none|600px|Operating the bolt of the Intervention. Hitmarker memes sold separately.]]&lt;br /&gt;
[[File:MW2R M200 (4).jpg|thumb|none|600px|&amp;quot;Ramirez, reload your weapon!&amp;quot;]]&lt;br /&gt;
[[File:MW2R M200 (5).jpg|thumb|none|600px|Inspecting the CheyTac results in a cool brass-check, similar to the M40A3 in the previous remaster.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1==&lt;br /&gt;
The [[Barrett M82A1]] appears as &amp;quot;Barrett .50cal&amp;quot; in the game. It has a shortened barrel, though it is not as short as the M82CQ. It has a Mr. Yuk sticker on the scope cover. The weapon is incorrectly depicted with ejection port openings on both sides of the receiver.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, during the level &amp;quot;Of Their Own Accord&amp;quot;, an emplaced M82A1 with variable-zoom thermal sight is used by Russian snipers covering the Mall (the stretch from the Lincoln Memorial to the Washington Monument to the Capital) and is temporarily commandeered by Ramirez and his squad to take out enemy soldiers firing on evac helicopters with Javelins.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it is the default sniper rifle. Oddly, it has worse overall stats than the &amp;quot;M21 EBR&amp;quot; or the WA2000. Amusingly, the weapon can be fired nearly as quickly as the trigger can be tapped, with surprisingly little recoil for dumping 10 .50 BMG rounds in ''under a second''.&lt;br /&gt;
[[File:m82a1.jpg|thumb|none|550px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2-M82-2.jpg|thumb|none|600px|The Create-A-Class icon of the Barrett shows a good view of the shortened barrel.]]&lt;br /&gt;
[[File:MW2 M82 (1).jpg|thumb|none|600px|Holding the M82.]]&lt;br /&gt;
[[File:MW2 M82 (2).jpg|thumb|none|600px|Reloading the M82A1. Note odd safety switch on the magazine well, because you can never have too many safeties.]]&lt;br /&gt;
[[File:MW2 M82 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 M82 (4).jpg|thumb|none|600px|View of the Barrett's other side (finally, some complete modeling).]]&lt;br /&gt;
[[File:MW2-M82-3.jpg|thumb|none|600px|The mounted Barrett in &amp;quot;Of Their Own Accord&amp;quot;. Even though it is equipped with a standard scope, it has a thermal sight. This particular Barrett is also equipped with proprietary levitation technology, allowing it to hover above the ground while being attached to a ledge.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M82A1 (1).jpg|thumb|none|600px|Roach picks up an M82A1, and chambers the weapon.]]&lt;br /&gt;
[[File:MW2R M82A1 2.jpg|thumb|none|600px|Roach holds the M82A1. Mr. Yuk is still there on the scope cover.]]&lt;br /&gt;
[[File:MW2R M82A1 (3).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:MW2R M82A1 (4).jpg|thumb|none|600px|Reloading; Roach throws away the old magazine like it's a piece of trash. Note that the extra safety switch is no longer present.]]&lt;br /&gt;
[[File:MW2R M82A1 (5).jpg|thumb|none|600px|Inserting a fresh magazine. Although not pictured, the firing animation of the M82A1 shows the barrel correctly reciprocating rearwards.]]&lt;br /&gt;
[[File:MW2R M82A1 (6).jpg|thumb|none|600px|Ramirez mans the emplaced M82A1 in &amp;quot;Of Their Own Accord&amp;quot;. This time it has an actual thermal scope fitted, as well.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The rare [[Walther WA 2000]] is found in the game. In singleplayer, it is used by Russian snipers in &amp;quot;Loose Ends&amp;quot; and by Shadow Company troops in the level &amp;quot;Enemy of My Enemy&amp;quot;, highly inaccurate for both given the WA2000's limited production run. While it holds only 6 rounds, it is very accurate and has low recoil.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 WA2000 (1).jpg|thumb|none|600px|The draw animation involves flipping open the scope cover. Note the Mr. Yuk sticker on the scope cover, just like the Barrett.]]&lt;br /&gt;
[[File:MW2 WA2000 (2).jpg|thumb|none|600px|Holding the WA 2000. Note the rather large piece of rail the scope is mounted on.]]&lt;br /&gt;
[[File:MW2 WA2000 (3).jpg|thumb|none|600px|Reloading the WA 2000.]]&lt;br /&gt;
[[File:MW2 WA2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2-WA2000-2.jpg|thumb|none|600px|A Inner Circle sniper with a WA 2000 sniper rifle, as seen in the Museum bonus level.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster features an even more detailed WA 2000, found in same singeplayer missions. It still holds 10 rounds in the magazine.&lt;br /&gt;
[[File:MW2R WA2000 (1).jpg|thumb|none|600px|Equipping the Walther - in addition to opening up Mr. Yuk, the rifle is also charged.]]&lt;br /&gt;
[[File:MW2R WA2000 (2).jpg|thumb|none|600px|Taking in the scenery around Makarov's safehouse with the WA 2000.]]&lt;br /&gt;
[[File:MW2R WA2000 (3).jpg|thumb|none|600px|Aiming through the scope, the same one shared with the M82A1.]]&lt;br /&gt;
[[File:MW2R WA2000 (4).jpg|thumb|none|600px|Removing the magazine on the reload.]]&lt;br /&gt;
[[File:MW2R WA2000 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:MW2R WA2000 (6).jpg|thumb|none|600px|Charging the Walther.]]&lt;br /&gt;
[[File:MW2R WA2000 (7).jpg|thumb|none|600px|Soap inspects his WA 2000 during the boneyard escape. As with the original game, this sequence raises the Field-of-View and shows a bit more of weapon viewmodels.]]&lt;br /&gt;
[[File:MW2R WA2000 Sniper.jpg|thumb|none|600px|An Inner Circle sniper with a WA2000 during the mission &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is only featured in the singleplayer campaign, used by Russian Ultranationalists and Brazilian Militiamen. It can be found with winter camouflages in the snow levels and woodland camo in &amp;quot;Loose Ends&amp;quot; and &amp;quot;The Enemy of My Enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A poster of a SVD Dragunov is seen in the Multiplayer map &amp;quot;Salvage&amp;quot; in a small house, along with posters of Makarov PM and AKM.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW2 SVD (1).jpg|thumb|none|600px|Roach with an acquired SVD. Note the dangling scope cover, not present on the MW1 model.]]&lt;br /&gt;
[[File:MW2 SVD (2).jpg|thumb|none|600px|Reloading. Tossing away a magazine. Note that the flash hider is modeled as a solid tube.]]&lt;br /&gt;
[[File:MW2-SVD reload.jpg|thumb|none|600px|Reloading an SVD with arctic camouflage finish. The fire selector is incorrectly set to safe.]]&lt;br /&gt;
[[File:MW2 SVD (3).jpg|thumb|none|600px|Charging the SVD. As with all iterations in the series (prior to 2019's ''Modern Warfare''), the bolt never locks back on empty like it should.]]&lt;br /&gt;
[[File:2hMD.jpg|thumb|none|600px|A Brazilian militiaman with an SVD takes careful aim using his right nostril.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The model from the ''Call of Duty 4'' remaster returns with a correct PSO-1 scope reticle. However, the bolt hold-open functionality is still absent.&lt;br /&gt;
[[File:MW2R SVD (1).jpg|thumb|none|600px|The Dragunov on the oil platform.]]&lt;br /&gt;
[[File:MW2R SVD (2).jpg|thumb|none|600px|Aiming with the PSO-1 scope.]]&lt;br /&gt;
[[File:MW2R SVD (3).jpg|thumb|none|600px|Reloading. Note the selector correctly set to the fire position.]]&lt;br /&gt;
[[File:MW2R SVD (4).jpg|thumb|none|600px|Rechambering the winterized variant.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun is found in both singleplayer and multiplayer. In singleplayer, it is used by the US Army Rangers, Task Force 141, Shadow Company, and Makarov's terrorists. It is often seen equipped with a heartbeat sensor. In Special Ops, the enemy Juggernauts wield the M240 machine gun. The M240 also can be seen (unusable) mounted on the M1 Abrams tank.&lt;br /&gt;
&lt;br /&gt;
The M240 is depicted with a bottom-mounted 100-round belt box; this is impossible in reality, for several reasons. For one, the M240 does not have an attachment point for an ammo box to attach to on its underside; the M240 is typically issued with belt boxes that are fully separate from the gun, while the US Army issues a soft M240 belt bag that is attached to the side of M240. Secondly, such an attachment point would block the M240's casing ejection port, located on the bottom where the in-game belt box is attached. The in-game belt box itself is an [[M249]] belt box with grooves resembling a [[PKM]] belt box.&lt;br /&gt;
&lt;br /&gt;
The M240 deals the lowest damage out of all the machine guns (despite being chambered for the largest round), but compensates it for having the highest rate of fire in its class. It suffers from substantial recoil, restricting it to short and medium range.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M240B (1).jpg|thumb|none|600px|Holding the M240. Apparently somebody at Infinity Ward thought it would be a good idea to give the M240 the illegitimate offspring of the M249 and PKM as an ammo box.]]&lt;br /&gt;
[[File:MW2 M240B (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M240B (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:MW2 M240B (4).jpg|thumb|none|600px|Replacing the belt.]]&lt;br /&gt;
[[File:MW2 M240B (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]&lt;br /&gt;
[[File:MW2-M240.jpg|thumb|none|600px|Inner Circle terrorist Lev with the M240B in the Museum.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The reload animation has been changed to show the charging handle being worked at both the start and end of reloads, and it still uses an incorrect M249-like belt box.&lt;br /&gt;
[[File:MW2R M240 (1).jpg|thumb|none|600px|Allen with his M240B on the airport tarmac.]]&lt;br /&gt;
[[File:MW2R M240 (2).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:MW2R M240 (3).jpg|thumb|none|600px|Running the charging handle.]]&lt;br /&gt;
[[File:MW2R M240 (4).jpg|thumb|none|600px|Reloading the 240.]]&lt;br /&gt;
[[File:MW2R M240B US Ranger.jpg|thumb|none|600px|A US Army Ranger with a M240B. Note the lack of front sights, which happens when there is any optics equipped on it.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] is used by the Russian Military and the Shadow Company in singleplayer. In multiplayer, the MG4 is unlocked at level 16. It possesses a moderately high rate of fire and sub-par damage (which can be buffed with Stopping Power), but is accurate and has low recoil.&lt;br /&gt;
[[File:H&amp;amp;KMG4.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 MG4 (1).jpg|thumb|none|600px|Holding the MG4.]]&lt;br /&gt;
[[File:MW2 MG4 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 MG4 (3).jpg|thumb|none|600px|Pulling the charging handle at the start of the reload; despite the hand animation and the accompanying audio, the charging handle isn't animated and does not move at all from its folded position.]]&lt;br /&gt;
[[File:MW2 MG4 (4).jpg|thumb|none|600px|Placing down a new belt box.]]&lt;br /&gt;
[[File:MW2 MG4 (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]&lt;br /&gt;
[[File:MW2-MG4.jpg|thumb|none|600px|An MG4 sitting on a crate at the Shadow Company base. Note that the pickup icon depicts it with a carrying handle/scope combo (like the one in [[:File:HKMG4-1.jpg|this image]]), despite it very obviously lacking this attachment in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster, the charging handle is unfolded the whole time, and is properly animated when reloading.&lt;br /&gt;
[[File:MW2R MG4 (1).jpg|thumb|none|600px|The MG4 found in the scaffolding area from &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;.]]&lt;br /&gt;
[[File:MW2R MG4 (2).jpg|thumb|none|600px|Aiming the LMG.]]&lt;br /&gt;
[[File:MW2R MG4 (3).jpg|thumb|none|600px|Using the now animated charging handle.]]&lt;br /&gt;
[[File:MW2R MG4 (4).jpg|thumb|none|600px|Placing the new cartridge belt.]]&lt;br /&gt;
[[File:MW2R MG4 (5).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
[[File:MW2R MG4 (6).jpg|thumb|none|600px|Right side of the H&amp;amp;K MG4.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1 LSW==&lt;br /&gt;
The [[L86A1|L86A1 Light Support Weapon]] appears as the &amp;quot;L86 LSW&amp;quot;, identified as the A1 by its round charging handle. The weapon is modified with a long L85 handguard, a barrel mounted carrying handle from the M240, and small Picatinny rails on each side of the receiver. The dovetail mount at the top of the receiver is replaced with a strip of Picatinny rails. The weapon uses a Chinese MDG3 120 round drum mag that holds only 100 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
It appears only once throughout the single-player campaign, during the defense of the safehouse in the level &amp;quot;Loose Ends&amp;quot;. It also appears in the Special Ops mission &amp;quot;Estate Takedown&amp;quot;. In multiplayer, it holds the distinction of being the weapon with the highest DPS (damage per second) with Stopping Power in the game. This is offset by obstructive iron sights and high recoil unless a grip is attached.&lt;br /&gt;
&lt;br /&gt;
The killfeed icon of the weapon shows an [[#Enfield L85|L85 with a SUSAT]], likely indicating that the L86 LSW was supposed to be a L85 at one point in development.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|500px|L86A1 Light Support Weapon - 5.56x45mm]]&lt;br /&gt;
[[Image:L85A1.jpg|thumb|none|450px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (1).jpg|thumb|none|600px|Holding the L86 LSW. The bullpup layout with the large drum would mean the shooter would have to &amp;quot;chicken-wing&amp;quot; his arm in order to comfortably hold the weapon.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (2).jpg|thumb|none|600px|The default iron sights of the L86 LSW, which are fictional and for the most part would be very ineffective in real life.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (3).jpg|thumb|none|600px|The L86 with the SUSAT scope; the ACOG attachment is replaced with the British SUSAT scope when used on the LSW.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (4).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (5).jpg|thumb|none|600px|Reloading the L86 LSW. The drum's feed chute is far too short to possibly fit in the gun's magazine well and feed reliably.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (6).jpg|thumb|none|600px|Charging the weapon by pulling on the charging handle; likely for balancing reasons, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Call of Duty: Modern Warfare 2 Campaign Remastered'', the charging handle is appropriately used exclusively when reloading an empty magazine.&lt;br /&gt;
[[File:MW2R L86A1 (1).jpg|thumb|none|600px|Holding the L86 LSW.]]&lt;br /&gt;
[[File:MW2R L86A1 (2).jpg|thumb|none|600px|Aiming down its default iron sights.]]&lt;br /&gt;
[[File:MW2R L86A1 (3).jpg|thumb|none|600px|Holding an L86 equipped with a SUSAT scope.]]&lt;br /&gt;
[[File:MW2R L86A1 (4).jpg|thumb|none|600px|Aiming down the SUSAT.]]&lt;br /&gt;
[[File:MW2R L86A1 (5).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:MW2R L86A1 (6).jpg|thumb|none|600px|Using the charging handle.]]&lt;br /&gt;
[[File:MW2R L86A1 (7).jpg|thumb|none|600px|Inspecting the L86 shows the user pulling out the drum and inspecting it. Despite the increased detail, the feed chute is still much too short to feed or even lock into the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears in singleplayer and multiplayer. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, and some Russian troops; the latter is incorrect, as while the RPD is Russian in origin, it was phased out during the 1960s in favor of the [[PKM]].&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:MW2 RPD (1).jpg|thumb|none|600px|Holding the RPD. Note the same IO Inc SCOP0040 scope mount used with the AK-47, which in this case appears to be chopped in half to accommodate the reloading procedure which involves the opening of the top cover, meaning that the two parts are effectively disconnected.]]&lt;br /&gt;
[[File:MW2-RPD ironsight.jpg|thumb|none|600px|Aiming down the misaligned sights; the front sight is positioned too high.]]&lt;br /&gt;
[[File:MW2 RPD (2).jpg|thumb|none|600px|This is approximately how he sights are supposed to be aligned; such a view can be achieved in-game by looking downwards.]]&lt;br /&gt;
[[File:MW2 RPD (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:MW2 RPD (4).jpg|thumb|none|600px|Reloading the RPD, completely disconnecting the scope mount in the process.]]&lt;br /&gt;
[[File:MW2 RPD (5).jpg|thumb|none|600px|A look at the world model of the RPD equipped with the &amp;quot;grip&amp;quot; attachment, which gives it a wooden foregrip similar to that of the Romanian [[AIM]].]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The RPD now features a side-swinging scope mount (based on airsoft versions of KV-04S combined with Zenit mounts used for the [[PKP Pecheneg]]) that is moved out of the way when reloading. Like in ''Modern Warfare Remastered'', the charging handle is correctly pulled after replacing the belt.&lt;br /&gt;
[[File:MW2R RPD (1).jpg|thumb|none|600px|Roach holds an RPD machine gun.]]&lt;br /&gt;
[[File:MW2R RPD (2).jpg|thumb|none|600px|Aiming shows the sights are still poorly aligned; the charging handle is also perpetually unfolded.]]&lt;br /&gt;
[[File:MW2R RPD (3).jpg|thumb|none|600px|Unlatching the scope mount. The unspent belt rather sneakily drops back into the belt drum during this sequence.]]&lt;br /&gt;
[[File:MW2R RPD (4).jpg|thumb|none|600px|Attaching a new drum of ammo. Note the very rusty and dusty surfaces around the action and drum.]]&lt;br /&gt;
[[File:MW2R RPD (5.5).jpg|thumb|none|600px|Placing the new belt.]]&lt;br /&gt;
[[File:MW2R RPD (5).jpg|thumb|none|600px|Working the RPD's action.]]&lt;br /&gt;
[[File:MW2R RPD (6).jpg|thumb|none|600px|Inspecting the machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
In multiplayer, the &amp;quot;AUG HBAR&amp;quot; LMG takes the form of a correct [[Steyr AUG HBAR]] (Heavy Barrel), in contrast to the singleplayer, where it appears as an AUG A2. It is specifically modeled after the HBAR-T variant used in the designated marksman rifle role, as it has a RIS rail. It is equipped with an unusable bipod, a barrel mounted carrying handle from the M240, a 42-round magazine, and a 24.4&amp;quot; barrel. The weapon strangely lacks the standard AUG foregrip by default, though equipping the Foregrip attachment reattaches it.&lt;br /&gt;
&lt;br /&gt;
The weapon is unlocked at level 32. True to its nature, the AUG HBAR functions more like an assault rifle than an LMG: it has the fastest reload, has good accuracy and high damage, but suffers from recoil at long distances unless a Grip is used and the weapon is burst fired.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|500px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 AUGHBAR (1).jpg|thumb|none|600px|The AUG HBAR-T in multiplayer. The weapon's default iron sights lack the rear sight.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Steyr. Note the odd M240 carry handle, which normally wouldn't be needed as the AUG's integral foregrip is affixed to the barrel and is used to pull it out.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (3).jpg|thumb|none|600px|Having said that, the vertical grip is AWOL by default.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (4).jpg|thumb|none|600px|Reloading the AUG HBAR-T.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (6).jpg|thumb|none|600px|The AUG HBAR-T with its proper foregrip.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12]] is available in the game. It is shown with a custom folding charging handle and custom sights, consisting of a rail mounted rear sight and a flip up front sight. It uses an 8-round box magazine. Using the Extended Magazines attachment in multiplayer beefs up the capacity to 16, though the magazine model remains unchanged; real AA-12 magazine options include 8 round box magazines, or 20 and 32 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by the Russian Military (despite being American in origin) and the Shadow Company. It also appears outside the obstacle course in the first level once the player has run through it once, and a suppressed version with a heartbeat sensor appears in the Spec-Ops mission &amp;quot;Acceptable Losses&amp;quot;. The AA-12 has an absurdly high rate of fire in singleplayer and Spec Ops, at around 650-700 RPM, but fires at a more convincing (but still slightly excessive) 400 RPM in multiplayer.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:MW2 AA12 (1).jpg|thumb|none|600px|Holding an AA-12 shotgun.]]&lt;br /&gt;
[[File:MW2 AA12 (2).jpg|thumb|none|600px|Aiming down the default iron sights.]]&lt;br /&gt;
[[File:MW2 AA12 (3).jpg|thumb|none|600px|Reloading the AA-12. Note the straight feed lips and the custom knurled charging handle.]]&lt;br /&gt;
[[File:MW2 AA12 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The AA-12 in ''Campaign Remastered'' retains the same configuration from the original complete with the same rail mounted sights. It is also shown operating with a closed bolt, which is only the case for a production run of semi-automatic civilian models in 2018-2019. However, it is depicted with the proper AA-12 charging handle instead of the custom folding one shown in the original. It also has the restricted rate of fire of the multiplayer version from MW2.&lt;br /&gt;
[[File:MW2R AA-12 (1).jpg|thumb|none|600px|Pulling the charging handle when picking up the weapon.]]&lt;br /&gt;
[[File:MW2R AA-12 (2).jpg|thumb|none|600px|Holding the AA-12.]]&lt;br /&gt;
[[File:MW2R AA-12 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R AA-12 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:MW2R AA-12 (5).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2R AA-12 (6).jpg|thumb|none|600px|Inspecting the AA-12; the user inspects the left side, then pulls back the bolt and checks the chamber.]]&lt;br /&gt;
[[File:MW2R AA-12 (7).jpg|thumb|none|600px|Inspecting an AA-12 customized with a holographic sight.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is found in singleplayer and multiplayer, referred under its US Military designation M1014. It has a olive-green finished barrel and receiver, and a Surefire triple-rail foregrip (like the one installed on the British L128A1) with an unusable under-barrel flashlight. The barrel also appears with a flat sight plane in first person, which is unusual for the M4. The weapon is modeled with a civilian 4-shot magazine tube; like MW1, the M1014 has a 7-round capacity in singleplayer (the capacity of the military version), and has the correct modeled capacity in multiplayer (extended to 6 rounds with Extended Mags).&lt;br /&gt;
&lt;br /&gt;
It is used by the US Military and several Brazilian Militiamen in singleplayer; the player character Roach also starts with one in &amp;quot;Takedown&amp;quot;.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|500px|none|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:Railed Benelli M4.jpg|thumb|500px|none|Benelli M4 Super 90 with top rail and railed handguard - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014 (1).jpg|thumb|none|600px|Drawing the M1014. Note the flashlight.]]&lt;br /&gt;
[[File:MW2 M1014 (2).jpg|thumb|none|600px|The M1014 in first-person.]]&lt;br /&gt;
[[File:MW2 M1014 (3).jpg|thumb|none|600px|Aiming down the M1014's ghost ring sights.]]&lt;br /&gt;
[[File:MW2 M1014 (4).jpg|thumb|none|600px|Reloading the M1014. As in MW1, there is no chambering animation when the weapon is emptied, which would make the weapon unable to fire in reality.]]&lt;br /&gt;
[[File:MW2-M1014 3rd.jpg|thumb|none|600px|A Shadow Company soldier holds his M1014 shotgun in the Museum. The 4-shot magazine tube is easily visible here.]]&lt;br /&gt;
[[File:MW2-M1014 unique.jpg|thumb|none|600px|M1014 with arctic camouflage finish in the &amp;quot;Museum&amp;quot;. This is not possible outside of this one level; camouflage patterns cannot normally be applied to weapons which the multiplayer classifies as secondaries, including shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remastered version, the player character correctly inserts a round in the chamber during empty reloads, and releases the bolt before loading successive shells into the tube.&lt;br /&gt;
[[File:MW2R M1014 (1).jpg|thumb|none|600px|Roach with the Benelli M4 in the remaster. Note the non-standard barrel style.]]&lt;br /&gt;
[[File:MW2R M1014 (2).jpg|thumb|none|600px|Looking through the shotgun's sights.]]&lt;br /&gt;
[[File:MW2R M1014 (3).jpg|thumb|none|600px|Chamber-loading the M1014.]]&lt;br /&gt;
[[File:MW2R M1014 (4).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:MW2R M1014 (5).jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:MW2R M1014 (6).jpg|thumb|none|600px|Inspecting the Benelli.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is found in singleplayer and multiplayer. It is shown with the stock unfolded, and is used in pump-action mode only. In singleplayer, it is used by the Russian Military, Shadow Company, and Task Force 141, usually with no attachments; it's a bit of an odd choice to say the least, as it was never issued by any military force (most of its sales being to police departments, its intended market), and went out of production in the year 2000.&lt;br /&gt;
&lt;br /&gt;
Weirdly, the bolt is animated to cycle as the shotgun is fired (visible when aiming down sights), rather than when the player character works the pump after the shot. In singleplayer, fired shells can be seen ejecting when the gun cycles, but no shells are seen ejected in multiplayer.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:MW2 SPAS (1).jpg|thumb|none|600px|Drawing the SPAS-12. No, the player character doesn't have their arm shoved through the middle of the stock; some of the game's hand and arm models have oversized features that clip through certain weapons, creating illusions and issues like this. One also has to wonder why it wasn't being stored with the stock folded...]]&lt;br /&gt;
[[File:MW2 SPAS (2).jpg|thumb|none|600px|Idling with the SPAS-12. Note the rail bolted to the top of the receiver.]]&lt;br /&gt;
[[File:MW2 SPAS (3).jpg|thumb|none|600px|Aiming through the weapon's simple ghost-ring iron sights.]]&lt;br /&gt;
[[File:MW2 SPAS (4).jpg|thumb|none|600px|Pumping the shotgun after firing. Note the shut bolt; despite cycling when the weapon is fired, this doesn't move when the pump is worked. This makes the fact that the weapon is flipped over every time the action is cycled all the more bizarre, since all this really does is draw attention to the issue.]]&lt;br /&gt;
[[File:MW2 SPAS (5).jpg|thumb|none|600px|Reloading the SPAS-12, round by round. As in most games, this is done incorrectly; since the SPAS's bolt release (the button under the charging handle) is also its carrier latch, it has to be held down in order to load in shells.]]&lt;br /&gt;
[[File:MW2 SPAS (6).jpg|thumb|none|600px|As is COD tradition, a pump is always required after the reload finishes, regardless if it is necessary, logical, or even if it actually does anything to the bolt. The flat object sticking out of the bottom of the receiver is the safety lever; the in-game SPAS is based off of the earlier FIE-imported models, with an 8-round magazine and a lever-type safety that had a tendency to be anything but (often failing to engage, and sometimes firing the shotgun when disengaged).]]&lt;br /&gt;
[[File:MW2-SPAS 3rd.jpg|thumb|none|600px|A soldier with a SPAS-12 shotgun in the Museum level. His trigger discipline is admirable, though one has to wonder why he's giving the rear sight such a wide berth.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Modern Warfare 2 Campaign Remastered'', the reloading process is done correctly. The SPAS-12 is upended with the off-hand holding down the bolt release button to allow the shells to be loaded into the tube (an extremely rare sight in video games featuring this weapon). The pumping handle is not racked during partial reloads, and on empty reloads the character inserts the first shell in the chamber before loading the remaining ones in the tube. The bolt's movement and shell ejection are also now properly linked to the pump's animation rather than triggering immediately on firing.&lt;br /&gt;
[[File:MW2R SPAS-12 (1).jpg|thumb|none|600px|Holding the SPAS-12 taken from the hapless sentry at the start of &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (2).jpg|thumb|none|600px|Looking down the SPAS's sights.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (3).jpg|thumb|none|600px|Working the shotgun's action.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (4).jpg|thumb|none|600px|Chamberloading the SPAS-12.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (5).jpg|thumb|none|600px|Loading the tube magazine with the loading gate easily accessible. Unfortunately the safety wasn't remastered, and is still of the lever style.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (6).jpg|thumb|none|600px|Inspecting the SPAS-12. As with the original, it looks fairly worn and greased-stained, fitting in this particular location.]]&lt;br /&gt;
&lt;br /&gt;
==Sears Ranger==&lt;br /&gt;
A sawed-off Sears Ranger is featured in the game. The weapon cannot aim down sights. It can be dual-wielded to make up for its 2-round capacity. It can fire both barrels at the same time; note that while the in-game model appropriately has two triggers, the Create-a-Class icon has only one. In singleplayer, it is used by some Brazilian Militiamen. The Ranger is shown being able to eject the spent shells when reloaded instead of having to dump them out manually.&lt;br /&gt;
[[File:Remington SBS.jpg|400px|thumb|none|Sawed off double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:MW2 Ranger (1).jpg|thumb|none|600px|Holding the Ranger shotgun, not to be confused with the actual US Army Rangers found in MW2.]]&lt;br /&gt;
[[File:MW2 Ranger (2).jpg|thumb|none|600px|Ejecting the fired shells...]]&lt;br /&gt;
[[File:MW2 Ranger (3).jpg|thumb|none|600px|... and loading in two new shells one by one.]]&lt;br /&gt;
[[File:MW2 Ranger (4).jpg|thumb|none|600px|Akimbo Rangers in first person. Sadly, one can't let off a quad-blast of simultaneous buckshot, as the button for the second barrel is used for the second Ranger instead.]]&lt;br /&gt;
[[File:MW2 Ranger (5).jpg|thumb|none|600px|Ejecting four shells.]]&lt;br /&gt;
[[File:MW2 Ranger (6).jpg|thumb|none|600px|Closing both shotguns after giving them the good-ol offscreen reload treatment.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Ranger (1).jpg|thumb|none|600px|Picking up the Ranger results in Roach quickly loading in two shells.]]&lt;br /&gt;
[[File:MW2R Ranger (2).jpg|thumb|none|600px|The single Ranger in idle.]]&lt;br /&gt;
[[File:MW2R Ranger (3).jpg|thumb|none|600px|Ejecting two unfired shells.]]&lt;br /&gt;
[[File:MW2R Ranger (4).jpg|thumb|none|600px|Loading in two more.]]&lt;br /&gt;
[[File:MW2R Ranger (5).jpg|thumb|none|600px|Dual-wielding Sears Rangers.]]&lt;br /&gt;
[[File:MW2R Ranger2 (6).jpg|thumb|none|600px|Dumping shells out of the Rangers while the rest of the task force comes back down the hill to gawk at Roach.]]&lt;br /&gt;
[[File:MW2R Ranger (7).jpg|thumb|none|600px|Viewing the two sawed-off shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12 / Armsel Protecta Hybrid==&lt;br /&gt;
The [[Sentinel Arms Striker-12]] (referred to as the &amp;quot;Striker&amp;quot;) is a shotgun in the game, using a roughly 12&amp;quot; barrel. The weapon is hybridized with the large shell deflector and the automatic ejection capabilities of the [[Armsel Protecta]]; later models of the Striker-12 do indeed have these Protecta features, but they also have a rear drum advance lever, which the in-game model lacks. Beyond that, the in-game model is odd in a few more ways: the winding key is modeled as a weird spike (likely modeled after a particular gun where the winding key is stripped down to just its post), while the muzzle is modeled with a strange protrusion.&lt;br /&gt;
&lt;br /&gt;
The reload animation depicts the thumb tab to the right of the drum as a drum advance lever, turning the drum whenever it is pressed; there is no evidence that the thumb tab can be used as a drum advance lever in reality, and the Striker-12 manual describes the tab to be a button used to open or close the ejection port. It should also be noted that ''Modern Warfare 2'' is one of the first video games to depict the ejection port button being used as a drum advance lever, and very likely influenced later games to ''also'' depict the ejection port button as a drum advance lever.&lt;br /&gt;
&lt;br /&gt;
Possibly to offset its large magazine, the Striker reloads slowly and has lower damage per shot than the other shotguns, requiring 2-3 hits to kill without Stopping Power.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12FullLength.jpg |thumb|none|500px|Sentinel Arms Striker-12 civilian-legal 18&amp;quot; barrel with top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|500px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW2 Protecta (1).jpg|thumb|none|600px|Drawing the Striker.]]&lt;br /&gt;
[[File:MW2 Protecta (2).jpg|thumb|none|600px|Holding the Striker and ready to fire.]]&lt;br /&gt;
[[File:MW2 Protecta (3).jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[File:MW2 Protecta (4).jpg|thumb|none|600px|Reloading; the player character inserts a new shell into the drum...]]&lt;br /&gt;
[[File:MW2 Protecta (5).jpg|thumb|none|600px|... and presses the &amp;quot;drum advancing thumb tab&amp;quot; to index to the next position, before loading another round. The animation shows the shell visibly moving counterclockwise; the shell should've rotated clockwise if the ejection port button really was a drum advance lever, as the unwounding clockwork mechanism of the Striker only turns the drum clockwise.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Striker (1).jpg|thumb|none|600px|Roach with a Striker on &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
[[File:MW2R Striker (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R Striker (3).jpg|thumb|none|600px|Reloading, the character now grasps the Striker by its drum.]]&lt;br /&gt;
[[File:MW2R Striker (4).jpg|thumb|none|600px|Tabbing the same lever mentioned above.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in singleplayer and multiplayer. It is modeled after the custom 1887 used by [[Arnold Schwarzenegger]] in ''[[Terminator 2: Judgment Day]]'', featuring a shortened barrel, no stock, no trigger guard, and an enlarged lever loop. The 1887 can be dual-wielded; when akimbo, the weapons are flip-cocked as in ''Terminator 2''. The firing sound of the weapon is also the same as in ''Terminator 2'', which is notable because the T2 sound effect was a custom sound that used a combination of muzzle reports from a pistol, a shotgun, a rifle, and a cannon.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by some Brazilian Militia members. In multiplayer, the 1887 used to have the highest effective range of all shotguns, and it's sole &amp;quot;attachment&amp;quot; is Akimbo. As shotguns are largely hipfired anyway, dual wielding the 1887's basically doubled the damage without downsides, making them notorious in the community before a patch decreased their Akimbo range to be more comparable to the dual Rangers. Another patch also slightly decreased the single 1887's range, leaving it outclassed by the SPAS-12 in pretty much all aspects.&lt;br /&gt;
[[File:Win1887shotgunT2.jpg|thumb|none|400px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]]&lt;br /&gt;
[[File:MW2 1887 (1).jpg|thumb|none|600px|Equipping the Winchester 1887 with a cycling of the action.]]&lt;br /&gt;
[[File:MW2 1887 (2).jpg|thumb|none|600px|The 1887 in idle.]]&lt;br /&gt;
[[File:MW2 1887 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2 1887 (4).jpg|thumb|none|600px|Ejecting a shell at the start of the reload, which is interestingly enough, blue, just like in T2.]]&lt;br /&gt;
[[File:MW2 1887 (5).jpg|thumb|none|600px|Shutting the action closed at the end. The reload erroneously shows every shell being placed into the barrel rather than the magazine tube, even though the cycling animation correctly showing the shells inside the magazine tube.]]&lt;br /&gt;
[[File:MW2 1887 (7).jpg|thumb|none|600px|Dual-wielding the Winchesters in an ascended form of forsaking sensible armament.]]&lt;br /&gt;
[[File:MW2 1887 (6).jpg|thumb|none|600px|Flip-cocking, the right shotgun is not aligned properly though.]]&lt;br /&gt;
[[File:MW2-1887.jpg|thumb|none|600px|A Winchester Model 1887 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded).&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[File:MW2R 1887 (1).jpg|thumb|none|600px|The M1887 on &amp;quot;The Hornet's Nest&amp;quot;.]]&lt;br /&gt;
[[File:MW2R 1887 (2).jpg|thumb|none|600px|Iron sights of the Winchester.]]&lt;br /&gt;
[[File:MW2R 1887 (3).jpg|thumb|none|600px|Cycling the lever action. The markings on the shells indicate that this is a 12 gauge variant.]]&lt;br /&gt;
[[File:MW2R 1887 (4).jpg|thumb|none|600px|On non-empty reloads, the chambered shell only extracts very little; it gets rechambered as the first new shell is loaded.]]&lt;br /&gt;
[[File:MW2R 1887 (5).jpg|thumb|none|600px|About to load the barrel from empty, note the follower.]]&lt;br /&gt;
[[File:MW2R 1887 (6).jpg|thumb|none|600px|Flip-chambering the 1887 at the end of the reload. Note how in the remastered, the weapon doesn't have the enlarged lever loop required for this, and as such the player character would be likely to break their fingers.]]&lt;br /&gt;
[[File:MW2R 1887 (7).jpg|thumb|none|600px|Inspecting the name on the side of the Winchester.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1200==&lt;br /&gt;
The [[Winchester 1200]] shotgun from MW1 was seen in the hands of Russian Internal Troops in the game's trailer; it was apparently a placeholder, as in the final game it is only featured in the &amp;quot;Museum&amp;quot; bonus level.&lt;br /&gt;
[[File:WinM1200B.jpg|thumb|none|500px|A heavily modified Winchester 1200, like the one in the game - 12 gauge]]&lt;br /&gt;
[[File:MW2 W1200 (1).jpg|thumb|none|600px|The Winchester 1200 as seen in game.]]&lt;br /&gt;
[[File:MW2 W1200 (2).jpg|thumb|none|600px|The iron sights of the Winchester 1200.]]&lt;br /&gt;
[[File:MW2 W1200 (3).jpg|thumb|none|600px|Reloading the W1200.]]&lt;br /&gt;
[[File:MW2 W1200 (4).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:MW2-Winchester.jpg|thumb|none|600px|A soldier with the Winchester 1200 in the Museum bonus level.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
As with other shell-by-shell loading shotguns, the Winchester 1200's empty reload involves chambering a round first then loading the rest of the shells, and the pumping handle is not operated during a partial reload.&lt;br /&gt;
[[File:MW2R W1200 (1).jpg|thumb|none|600px|Picking up the Winchester 1200 in the Museum.]]&lt;br /&gt;
[[File:MW2R W1200 (2).jpg|thumb|none|600px|Holding the W1200.]]&lt;br /&gt;
[[File:MW2R W1200 (3).jpg|thumb|none|600px|The weapon's iron sights.]]&lt;br /&gt;
[[File:MW2R W1200 (4).jpg|thumb|none|600px|Firing the shotgun and pumping the handle.]]&lt;br /&gt;
[[File:MW2R W1200 (5).jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:MW2R W1200 (6).jpg|thumb|none|600px|Inserting the rest of the shells.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Saab Bofors Dynamics M136 AT4 ==&lt;br /&gt;
The [[M136 AT4]] appears in the game. The multiplayer version incorrectly fires guided rounds, and is referred to as &amp;quot;AT4-HS&amp;quot;. &amp;quot;HS&amp;quot; most likely is abbreviated for &amp;quot;Heat-Seeking&amp;quot; and is also how it was able to guide its way to a moving aircraft but can still be counter measured by flares. The game also shows it as reloadable, seen when using it in multiplayer with the Scavenger perk.&lt;br /&gt;
[[File:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 Anti-Tank rocket launcher - 84mm]]&lt;br /&gt;
[[File:MW2 AT4 (1).jpg|thumb|none|600px|Drawing the M136 AT4 by popping out the rear sight, then disengaging the safety.]]&lt;br /&gt;
[[File:MW2 AT4 (2).jpg|thumb|none|600px|The AT4 in idle.]]&lt;br /&gt;
[[File:MW2 AT4 (3).jpg|thumb|none|600px|Aiming down the launchers apparently smart sights.]]&lt;br /&gt;
[[File:MW2-AT4.jpg|thumb|none|600px|An AT4 in the game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R AT4 (1).jpg|thumb|none|600px|Opening the AT4's rear sight.]]&lt;br /&gt;
[[File:MW2R AT4 (2).jpg|thumb|none|600px|Holding the AT4 on the oilrig.]]&lt;br /&gt;
[[File:MW2R AT4 (3).jpg|thumb|none|600px|Sighting in an AH-6 Little Bird that the Ultranationalists have for some reason.]]&lt;br /&gt;
[[File:MW2R AT4 (4).jpg|thumb|none|600px|Inspecting the M136 AT4.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] appears as the &amp;quot;Thumper&amp;quot; in the game, and can be found in &amp;quot;The Hornet's Nest&amp;quot; and in some Spec Ops missions. It is available as a secondary weapon in multiplayer. In the former two gamemodes, it can be hipfired, but attempting to do so in MP will bring the sights into picture and fire the shot, similar to the RPG or AT4.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MW2 M79 (1).jpg|thumb|none|600px|The M79 &amp;quot;Thumper&amp;quot; on the multiplayer map &amp;quot;Wasteland&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M79 (2).jpg|thumb|none|600px|Aiming down the leaf sight.]]&lt;br /&gt;
[[File:MW2 M79 (3).jpg|thumb|none|600px|Thumbing open the breech.]]&lt;br /&gt;
[[File:MW2 M79 (4).jpg|thumb|none|600px|Tossing aside the spent 40mm casing.]]&lt;br /&gt;
[[File:MW2 M79 (5).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M79 (1).jpg|thumb|none|600px|Acquiring the M79 now shows the leaf sight getting unfolded.]]&lt;br /&gt;
[[File:MW2R M79 (2).jpg|thumb|none|600px|Roach with a M79.]]&lt;br /&gt;
[[File:MW2R M79 (3).jpg|thumb|none|600px|Aiming the &amp;quot;Thumper&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M79 (4).jpg|thumb|none|600px|Inspecting the loaded 40mm grenade.]]&lt;br /&gt;
[[File:MW2R M79 (5).jpg|thumb|none|600px|The spent shell is now auto-ejected during the reload.]]&lt;br /&gt;
[[File:MW2R M79 (6).jpg|thumb|none|600px|Loading in a new shell.]]&lt;br /&gt;
[[File:MW2R M79 (7).jpg|thumb|none|600px|Inspecting after firing the last shot shows the spent casing.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] can be found in the levels &amp;quot;Wolverines!&amp;quot; and &amp;quot;The Only Easy Day... Was Yesterday&amp;quot; in singleplayer, and is unlockable in multiplayer. The weapon can only be fired when locked onto helicopters or aircraft. It lacks the folding IFF (Identification, Friend or Foe) antenna on the right side of the weapon, however this is not actually required to lock on to a target and fire the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|500px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[File:MW2 Stinger (1).jpg|thumb|none|600px|Initially equipping the FIM-92 by flipping out the sight.]]&lt;br /&gt;
[[File:MW2 Stinger (2).jpg|thumb|none|600px|The Stinger in idle.]]&lt;br /&gt;
[[File:MW2 Stinger (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Stinger (1).jpg|thumb|none|600px|Ramirez readies the Stinger.]]&lt;br /&gt;
[[File:MW2R Stinger (2).jpg|thumb|none|600px|Ramirez holds the Stinger and sees his target.]]&lt;br /&gt;
[[File:MW2R Stinger (3).jpg|thumb|none|600px|The Stinger locks on.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] launcher is another available launcher for use in the game. While the multiplayer version is limited to one rocket in reserve (with the Scavenger perk), the singleplayer version has much more ammo. It is seen being used by the Russians, who seemingly appropriated them from military stockpiles upon invading US soil. The in-game Javelin has the erroneous ability to lock onto areas on the ground (not targets on the ground, but static objects or terrain), enabling it to function like a high-tech mortar.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:MW2 FGM-148 (1).jpg|thumb|none|600px|Equipping the FGM-148.]]&lt;br /&gt;
[[File:MW2 FGM-148 (2).jpg|thumb|none|600px|The Javelin in idle.]]&lt;br /&gt;
[[File:MW2 FGM-148 (3).jpg|thumb|none|600px|Acquiring a lock on dastardly shipping crates.]]&lt;br /&gt;
[[File:MW2 FGM-148 (4).jpg|thumb|none|600px|The CLU view when locked-on.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R FGM-148 (1).jpg|thumb|none|600px|Taking off the muzzle cover of a FGM-148 in the Museum.]]&lt;br /&gt;
[[File:MW2R FGM-148 (2).jpg|thumb|none|600px|The Javelin in the remaster.]]&lt;br /&gt;
[[File:MW2R FGM-148 (3).jpg|thumb|none|600px|Inspecting the CLU.]]&lt;br /&gt;
[[File:MW2R FGM-148 (4).jpg|thumb|none|600px|Using the FGM-148 in the crow's nest from &amp;quot;Of Their Own Accord.&amp;quot;]]&lt;br /&gt;
[[File:MW2R FGM-148 (5).jpg|thumb|none|600px|The nigh vision view through the sight.]]&lt;br /&gt;
[[File:MW2R FGM-148 (6).jpg|thumb|none|600px|Sgt. Foley using the FGM-148 in the appropriate sitting position.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is a launcher in both singleplayer and multiplayer. In singleplayer, it is used by all enemy forces. Like MW1, it is a powerful weapon, but is atrociously inaccurate at long ranges, apparently because the rocket's stabilizing fins do not deploy and as a result cause the rocket to fly erratically.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW2 RPG7 (1).jpg|thumb|none|600px|The RPG-7 in multiplayer.]]&lt;br /&gt;
[[File:MW2 RPG7 (2).jpg|thumb|none|600px|Aiming the RPG.]]&lt;br /&gt;
[[File:MW2 RPG7 (3).jpg|thumb|none|600px|Reloading another warhead.]]&lt;br /&gt;
[[File:Rpg-7_2.png|thumb|none|600px|A Middle East Insurgent with RPG-7 in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R RPG-7 (1).jpg|thumb|none|600px|The RPG-7 has a new acquiring animation where the player character flips up the rear sight.]]&lt;br /&gt;
[[File:MW2R RPG-7 (2).jpg|thumb|none|600px|The RPG in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
[[File:MW2R RPG-7 (3).jpg|thumb|none|600px|Using the sights.]]&lt;br /&gt;
[[File:MW2R RPG-7 (4).jpg|thumb|none|600px|Pulling up another rocket-propelled grenade.]]&lt;br /&gt;
[[File:MW2R RPG-7 (5).jpg|thumb|none|600px|Inspecting the launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==M203 Grenade Launcher (Airsoft)==&lt;br /&gt;
The airsoft model of the [[M203 grenade launcher]], distinguishable by its distinctive RIS mount and lack of a trigger guard, returns from ''[[Call of Duty 4: Modern Warfare]]'' as the standard grenade launcher for every assault rifle except the [[AK-47]]. It features a new firing sound, and unlike in the multiplayer of the previous installment, the M203 does not prevent the use of Perk 1. The single-player mission &amp;quot;Team Player&amp;quot; is the first time the player gets to use the M203, attached to an [[M4A1]].&lt;br /&gt;
&lt;br /&gt;
Like MW1, a full 40mm grenade stands in for the grenade's casing during the reload animation). However, the M79 grenade launcher's reload animation does show an independent grenade casing model existing in-game, meaning that the M203's reload animation is recycled entirely from MW1.&lt;br /&gt;
[[File:G%26P_M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]&lt;br /&gt;
[[File:MW2 M203 (1).jpg|thumb|none|600px|The M203 slung under the M16.]]&lt;br /&gt;
[[File:MW2 M203 (2).jpg|thumb|none|600px|Dropping out the spent shell.]]&lt;br /&gt;
[[File:MW2 M203 (3).jpg|thumb|none|600px|Reloading another.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The launcher is still modeled after an airsoft version, presumably reusing the same model from ''Call of Duty: Modern Warfare Remastered''. Like in the previous remaster, the round being ejected while reloading is a proper spent casing.&lt;br /&gt;
[[File:MW2R M203 (1).jpg|thumb|none|600px|Using the M203 mounted on a SCAR-H.]]&lt;br /&gt;
[[File:MW2R M203 (2).jpg|thumb|none|600px|Reloading the launcher.]]&lt;br /&gt;
[[File:MW2R M203 (3).jpg|thumb|none|600px|A view of the M203.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] shotgun is frequently seen mounted to rifles as an underslung shotgun like the M203. It is mostly attached to the FN FAL or SCAR-H assault rifles, but is sometimes seen on other weapons. The shotgun carries an impossible 7 shells in singleplayer, and a more-realistic-but-still-one-extra 4 shells in multiplayer. In multiplayer, it is unlocked for assault rifles after 20 grenade launcher kills.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|450px|KAC Masterkey shotgun - 12 Gauge]]&lt;br /&gt;
[[File:MW2 Masterkey (1).jpg|thumb|none|600px|Working the Masterkey's pump in the necessary action movie style whenever opting to use it. Doing so would realistically eject a perfectly good shell. Switching to the Masterkey while sprinting or from a secondary weapon does not pump the shotgun.]]&lt;br /&gt;
[[File:MW2 Masterkey (2).jpg|thumb|none|600px|As to how it shoots straight while being aimed high is another matter.]]&lt;br /&gt;
[[File:MW2 Masterkey (3).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
[[File:MW2 Masterkey (4).jpg|thumb|none|600px|A good view of the device shown from the start of the FAL's reload.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The 7-round capacity from the original singleplayer has been decreased to the technically achievable 4 round in ''Modern Warfare 2 Campaign Remastered''. Sadly however, the Masterkey didn't receive the appropriate difference in partial/empty reload process as with other shotguns, plus it is still pumped when switching to it, and the player character still grasps the pistol grip of their main rifle rather than operating the actual trigger of the Masterkey.&lt;br /&gt;
[[File:MW2R Masterkey (1).jpg|thumb|none|600px|Ramirez holds a Masterkey mounted on an AK.]]&lt;br /&gt;
[[File:MW2R Masterkey (2).jpg|thumb|none|600px|Firing the Masterkey.]]&lt;br /&gt;
[[File:MW2R Masterkey (3).jpg|thumb|none|600px|Reloading the Masterkey.]]&lt;br /&gt;
[[File:MW2R Masterkey (4).jpg|thumb|none|600px|Roach inspects a Masterkey mounted on a FAL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
The [[GP-30]] grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the [[AK-47]]s in-game. Like in ''Call of Duty 4'', a western 40mm grenade stands in for the Russian VOG-25 40mm grenade, and the player is incorrectly shown flicking the launcher downwards to eject a spent grenade casing upon firing the weapon, even though the real VOG-25 grenades are caseless; a full western 40mm grenade stands in for said spent grenade casing.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MW2 GP30 (1).jpg|thumb|none|600px|The GP-30 in use.]]&lt;br /&gt;
[[File:MW2 GP30 (2).jpg|thumb|none|600px|Dumping out an entirely incorrect cartridge from the launcher.]]&lt;br /&gt;
[[File:MW2 GP30 (3).jpg|thumb|none|600px|Inserting another one for inexplicable reasons.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R GP-25 (1).jpg|thumb|none|600px|Inspecting an &amp;quot;AK-47 Grenadier&amp;quot;.]]&lt;br /&gt;
[[File:MW2R GP-25 (2).jpg|thumb|none|600px|The grenade launcher in use.]]&lt;br /&gt;
[[File:MW2R GP-25 (3).jpg|thumb|none|600px|Reloading. Like in ''Modern Warfare Remastered'', the launcher is no longer flicked, and a proper VOG-25 grenade is used.]]&lt;br /&gt;
[[File:MW2R GP-25 (4).jpg|thumb|none|600px|However, still like in ''MWR'', the player character unnecessarily flicks the safety lever after loading the launcher. The lever itself does not move and remains set to the &amp;quot;ОГ&amp;quot; fire position.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades/Explosives=&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
The [[M83 smoke grenade]] is the standard smoke grenade that can be used in the game; like COD4, they feature incorrect [[M18 smoke grenade]] textures, and may even be the exact same model. Colored versions are used to mark killstreak drop locations for some multiplayer killstreaks.&lt;br /&gt;
&lt;br /&gt;
[[File:m87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
[[File:MW2 M18 (2).jpg|thumb|none|600px|Preparing to throw a smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M83.jpg|thumb|none|600px|Grasping the ''Remastered'' M83 Smoke Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Smoke Grenade==&lt;br /&gt;
[[File:MW2 M18 (1).jpg|thumb|none|600px|Unidentified grenades on the vest of an Ultranationalist.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] returns as the standard hand grenade for all factions.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW2 M67 crate.jpg|thumb|none|600px|A crate full of M67 frags in S.S.D.D.'s &amp;quot;Pull The Trigger 101&amp;quot; class.]]&lt;br /&gt;
[[File:MW2 M67 (1).jpg|thumb|none|600px|An Ultranationalist soldier about to throw a M67 grenade.]]&lt;br /&gt;
[[File:MW2 M67 pickup.jpg|thumb|none|600px|Enemies and friendlies sometimes drop bags of M67 Grenades upon death which the player can then resupply from. (Though despite being modeled as full of grenades they only resupply one each.)]]&lt;br /&gt;
[[File:MW2 M67 Ru.jpg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M67 1.jpg|thumb|none|600px|In the remastered edition of S.S.D.D. during his &amp;quot;Pull the Trigger 101&amp;quot; class, Sergeant Foley picks up and shows off an M67 grenade, before pushing the box to PFC. Allen.]]&lt;br /&gt;
[[File:MW2R M67 2.jpg|thumb|none|600px|Allen picks up some Grenades from the box...]]&lt;br /&gt;
[[File:MW2R M67 3.jpg|thumb|none|600px|...then throws one down range. Note the pin clipping through his finger.]]&lt;br /&gt;
[[File:MW2R M67 pickup.jpg|thumb|none|600px|Like the original game, enemies and friendlies will drop bags of grenades upon death for you to resupply if your own grenade ammo has depleted.]]&lt;br /&gt;
[[File:MW2R M67 RU.jpeg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
[[M84 stun grenade]]s returns as the Flashbang and Stun Grenades. Flashbangs have a green stripe, while Stun Grenades have a red stripe.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW2 M84.jpg|thumb|none|600px|Note that the character is only pulling the top pin and the lever is clipping into his hand.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The deployable [[Claymore]] is usable by the player, again depicted with the fictional laser tripwire detonators instead of being command detonation.&lt;br /&gt;
&lt;br /&gt;
[[File:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:MW2-Claymore.jpg|thumb|none|600px|The player character places a Claymore mine.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M18A1 (1).jpg|thumb|none|600px|A M18A1 Claymore mine taken from the stack on the roof of Nate's.]]&lt;br /&gt;
[[File:MW2R M18A1 (2).jpg|thumb|none|600px|Looking at the front of the mine.]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
The C4 from ''Call of Duty 4'' returns in ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
Much like in ''Call of Duty 4'', the C4's Clacker is bizarrely used to call in some of the killstreaks, as if it was a radio, though other more sensible communication devices like colored smoke and rugged laptops are now present and used for other killstreaks.&lt;br /&gt;
&lt;br /&gt;
==Fictional Bounding Mine==&lt;br /&gt;
The bounding mines featured in the mission &amp;quot;Loose Ends&amp;quot; resemble closely the fictional bounding mines seen in the Guantanamo scene from ''[[Bad_Boys_II#Fictional_Bounding_Mine|Bad Boys II]]''.&lt;br /&gt;
[[File:MW2 Boundingmine.jpg|thumb|none|600px|Fortunately for Roach, time slows down whenever he triggers one of these.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Boundingmine.jpg|thumb|none|600px|The same sequence in the remaster.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
In singleplayer, the [[General Dynamics GAU-17/A]], the first time the player gets to use the Minigun is in the level &amp;quot;Team Player&amp;quot;, where it is mounted on M1026 HMMWVs; in this mission, it strangely fires in a circular spread. In the missions &amp;quot;Wolverines!&amp;quot; and &amp;quot;Exodus&amp;quot;, the Minigun is used for the (fictional) M5 Sentry Gun emplacement, operated by both U.S. Army Rangers and Russian airborne infantry units, and available as a kill streak in multiplayer. In &amp;quot;Loose Ends&amp;quot;, dismantled Miniguns can be found in Makarov's safehouse, and can later can be seen mounted on Shadow Company SUVs.&lt;br /&gt;
&lt;br /&gt;
In a few multiplayer maps, Miniguns can be found mounted on objects, similarly to the [[M249]]s in [[Call of Duty 4: Modern Warfare|the first ''Modern Warfare]]''.&lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:232.png|thumb|none|600px|PFC Joseph Allen mans a Humvee-mounted Minigun in the mission &amp;quot;Team Player&amp;quot; while waiting for an F-15C Eagle to perform an air strike on an enemy-occupied building. It would be more accurate for Humvees to mount a [[Browning M2HB]], though as the saying goes, there's no kill like overkill. Note that the Rangers are filming the air strike with their cell phones and video cameras.]]&lt;br /&gt;
[[File:MW2 screen 17-1255733026.jpg|thumb|none|600px|Side view of the Humvee-mounted Minigun. Note that all of the HMMWVs in-game are painted in a camouflage pattern, similar to some of the HMMWVs in ''[[Generation Kill]]''.]]&lt;br /&gt;
[[File:MW2-Sentry.jpg|thumb|none|600px|An M5 Sentry Gun in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The truck-mounted Miniguns in &amp;quot;Team Player&amp;quot; now fire in a more realistic, non pepperbox-like pattern.&lt;br /&gt;
[[File:MW2R M5 Sentry.jpg|thumb|none|600px|The remastered &amp;quot;M5 Sentry Gun&amp;quot;.]]&lt;br /&gt;
[[File:MW2R GAU-17A (1).jpg|thumb|none|600px|Ramirez overlooks the rubble at the Washington Monument evac site during the UH-60 ride at the end of &amp;quot;Of Their Own Accord&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
In the remastered version, A-10 Thunderbolt II airplanes can be seen on the airfield at Firebase Phoenix, armed with [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:MW2R GAU-8.jpg|thumb|none|600px|Allen observes the nose of one of the A-10s and some Army personnel guarding the aircraft.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
AH-6 &amp;quot;Little Bird&amp;quot; helicopters are equipped with [[GE M134 Minigun]]s.&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M136 AH-6.jpg|thumb|none|600px|An M134 Minigun under the wing of an AH-6 &amp;quot;Little Bird&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1W Super Cobras seen at the aircraft boneyard in &amp;quot;The Enemy of My Enemy&amp;quot; and in multiplayer. The Harrier jumpjets also inaccurately sport the very same gun pod from the Cobras in multiplayer in order to fulfill the fictional (for a Harrier) function of hovering over an area and providing fire support.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-12/U==&lt;br /&gt;
A [[General Electric GAU-12/U|GAU-12/U]] is mounted on AC-130 gunships, alongside the [[Bofors 40mm]] and M102 Howitzer.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|350px|GE GAU-12/U five-barrel cannon - 25mm.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on AC-130 gunships, alongside the GAU-12/U and M102 Howitzer.&lt;br /&gt;
&lt;br /&gt;
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The M102 105mm howitzer is mounted on AC-130 gunships, alongside the GAU-12/U and 40mm Bofors.&lt;br /&gt;
&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun|M242 Bushmaster Chaingun]] are present on M2 Bradley Infantry Fighting Vehicles used by the US Army. &lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:MW2 M242.jpg|thumb|none|600px|A M2 Bradley seen at the end of &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M242.jpg|thumb|none|600px|Note the incorrect &amp;quot;USMC&amp;quot; markings, as Marines do not use the Bradley.]]&lt;br /&gt;
&lt;br /&gt;
==Mark 19 Mod 3 Automatic Grenade Launcher==&lt;br /&gt;
A dismantled [[Mk 19 grenade launcher|Mark 19 Mod 3]] is seen on the ground next to a Humvee under repair in &amp;quot;S.S.D.D.&amp;quot;. This is its sole appearance in the entire game, and it is never used.&lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|500px|none|Mk 19 grenade launcher in vehicle mounting - 40x53mm.]]&lt;br /&gt;
[[File:MK19gl-MW2.jpg|thumb|none|600px|A loaded(!) Mk. 19 on the ground next to a Humvee.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Mk19.jpg|thumb|none|600px|The remastered Mk. 19, still liable for someone to get chewed-out by a senior NCO a decade later.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
One usable [[Browning M2]] is found mounted on a Brazilian technical truck in &amp;quot;The Hornet's Nest&amp;quot;. Like other mounted weapons, it has infinite ammo and will overheat after continuous fire. They also appear mounted on the Stryker vehicle and the Abrams tank.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:MW2 M2HB (1).jpg|thumb|none|600px|Roach operates the usable Browning M2HB in &amp;quot;The Hornet's Nest&amp;quot;. Note the M249 SAW icon used as a generic icon for mounted guns. Also note that Roach's hands and ammunition for the gun are both completely absent; apparently this .50cal operates on the power of positive thinking.]]&lt;br /&gt;
[[File:MW2 M2HB (2).jpg|thumb|none|600px|The Browning M2 viewed from the side.]]&lt;br /&gt;
[[File:AbramsM2-MW2.jpg|thumb|none|600px|A Browning M2 mounted on a destroyed M1 Abrams tank.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The same technical mounted Browning M2s can be used in the remaster, now without the power of telekinesis and an actual belt box-full of cartridges.&lt;br /&gt;
[[File:MW2R M2HB (1).jpg|thumb|none|600px|Roach celebrates his newfound physical coordination by jerking the M2 around in a new animation when stepping up to use it.]]&lt;br /&gt;
[[File:MW2R M2HB (2).jpg|thumb|none|600px|Manning the M2HB.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[M249 SAW]] can be seen mounted on a fallen tree and used as a turret in the level &amp;quot;Whiskey Hotel&amp;quot;.&lt;br /&gt;
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.]]&lt;br /&gt;
[[File:Mw2 M249.jpg|thumb|none|600px|An M249 SAW mounted on a log in the level &amp;quot;Whiskey Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MW2-M249side.jpg|thumb|none|600px|A side view of the M249 mounted on the log.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M249 (1.1).jpg|thumb|none|600px|The M249 in the remaster.]]&lt;br /&gt;
[[File:MW2R M249 (2).jpg|thumb|none|600px|Commandeering the SAW.]]&lt;br /&gt;
[[File:MW2R M249 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Russian paratroopers to engage US air support in &amp;quot;Exodus&amp;quot;. They are also found on the multiplayer map &amp;quot;Afghan&amp;quot; and on the roofs of buildings on the multiplayer map &amp;quot;Strike.&amp;quot; A miniature ZPU model is also present in the &amp;quot;Museum&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It reuses the same model from ''Call of Duty 4''.&lt;br /&gt;
[[File:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]&lt;br /&gt;
[[File:MW2 ZPU.jpg|thumb|none|600px|The ZPU-4 as found in the multiplayer level &amp;quot;Afghan.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R ZPU.jpg|thumb|none|600px|A close up of one of the ZPUs found at the end of &amp;quot;Exodus.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars are fired by OpFor troops in the &amp;quot;Team Player&amp;quot; singleplayer mission at the beginning at the other bridge shore. This is the third appearance of the model in the ''Call of Duty'' series after it first appeared in ''[[Call of Duty 2]]'' and reappeared ''[[Call of Duty 4: Modern Warfare]]''. The same model would later on be used in  ''[[Call of Duty: Black Ops II]]'' level &amp;quot;Pyrrhic Victory&amp;quot;. The mortar also appeared in ''[[Call of Duty: WWII]]'', but it thankfully no longer uses the ancient COD2 model in that game.&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
Mi-28N helicopters, BTR-82A APCs, and BMP-2 IFVs all mount [[Shipunov 2A42]] autocannons.&lt;br /&gt;
[[File:30mm autocannon BTR 90.jpg|thumb|none|400px|Shipunov 2A42 mounted on BTR-90 - 30x165mm]]&lt;br /&gt;
[[File:MW2 2A42.jpg|thumb|none|600px|Getting a close look a BTR-82A's turret in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R 2A42 (1).jpg|thumb|none|600px|Roach takes a look at a snowy BTR-82A after getting nearly squashed by it.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 gunships seen throughout the game sport [[Yakushev-Borzov Yak-B]] chin turret rotary machine guns.&lt;br /&gt;
[[File:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:MW2 Yak-B.jpg|thumb|none|600px|The low-detail Yak-B as seen on a parked Mi-24 in &amp;quot;Cliffhanger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Yak-B.jpg|thumb|none|600px|The same Hind in the remaster.]]&lt;br /&gt;
&lt;br /&gt;
=Not Usable/Cut Weapons=&lt;br /&gt;
The following weapons appear in images, textures, and graphics present within the game. None are usable weapons, and none of them are known to have a 3D model.&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
A poster of a [[Makarov PM]] is seen in the Multiplayer map 'Salvage&amp;quot; in the small house, along with SVD Dragunov and AKM Posters, and the plans of the attack on &amp;quot;No Russian&amp;quot;.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
In the Spec-Ops mission &amp;quot;Hidden&amp;quot;, a statue of two Russian soldiers are seen with cement versions of the [[PPSh-41]].&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:COD4-PPSH.jpg|thumb|none|600px|A statue of 2 Russian soldiers holding cement [[PPSh-41]]s. Note that &amp;quot;Hidden&amp;quot; is the Call of Duty 4 mission &amp;quot;All Ghilled Up&amp;quot; in reverse with updated weapons and enemy types.]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an [[M1A1 Thompson|M1928A1 Thompson]] can be seen in the multiplayer map &amp;quot;Derail&amp;quot;&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|470px|M1928A1 Thompson with 30-round magazine - .45 ACP ]]&lt;br /&gt;
[[File:cod4m1928A1.jpg|thumb|none|400px|A woman in a military uniform holds an M1928A1 Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Cod4mw mw2 akm poster.jpg|thumb|none|600px| AKM Poster. Note slant muzzle brake and orange plastic magazine similar the [[AK-74]]'s, but this is obviously a 7.62x39mm version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
In the multiplayer menu background image, we see a soldier carrying a third generation [[FN SCAR|SCAR-L]] with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game.&lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|500px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2Scar.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil==&lt;br /&gt;
During briefing for &amp;quot;No Russian&amp;quot; a newspaper article is seen showing an Ultranationalist with a [[Galil]].&lt;br /&gt;
[[File:Galil-SAR.jpg|thumb|none|500px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2Galil.png|thumb|none|600px|The Ultranationalist on the left holds a Galil.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 EBR==&lt;br /&gt;
An [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]] can be seen on the background of the Spec Ops main menu.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2-Mk14Mod0.jpg|thumb|none|600px|Spec Ops menu background.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
During briefing for &amp;quot;No Russian&amp;quot; a newspaper article is seen showing one of &amp;quot;Makarov's men&amp;quot; (according to the caption) with a [[Daewoo K2]].&lt;br /&gt;
[[File:Daewoo-K2.jpg|thumb|none|500px|Daewoo K2 Assault rifle - 5.56x45mm NATO]] &lt;br /&gt;
[[File:Mw2k2.png|thumb|none|600px|A soldier with a Daewoo K2 in a newspaper article.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
An [[Accuracy International Arctic Warfare]] in seen held by a sniper in the multiplayer menu background art, but it is unusable in-game.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International AW - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Mw2AIAW.jpg|thumb|none|600px|The Arctic Warfare is circled in red.]]&lt;br /&gt;
&lt;br /&gt;
==M26 grenade==&lt;br /&gt;
The [[M26 hand grenade]] can be seen on one of the unlockable emblems.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 grenade]]&lt;br /&gt;
[[File:MW2-M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK91A3]] from ''Modern Warfare'' appears in trailers and early screenshots, but was dropped from the final game, most likely in favor of the FAL.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK91A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Vlc 2009-09-03 10-20-00-79.png|thumb|none|600px|Pre-release airport security with the HK91.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85==&lt;br /&gt;
The kill-feed icon for the [[Enfield L85 rifle series#L86A1|L86 LSW]] in multiplayer depicts an [[L85]] with a SUSAT scope instead. Evidence suggests that the in-game L86 LSW was an L85 at one point during development: the unremoved kill-feed icon, and that the L86's texture sheet has the L85's 30-round magazine. The fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the 30-round L85 mags rather than the 100-round drums found on the in-game L86, also supports this idea.&lt;br /&gt;
&lt;br /&gt;
Seeing as the L86A1 in-game features the L85 handguard, it is likely that an L85A1 model was modified into the L86A1 model seen in the final game.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:L85_HUD_MW2.jpg|thumb|none|The L86's killfeed icon from multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1494452</id>
		<title>Metal Gear Solid 2: Sons of Liberty</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_2:_Sons_of_Liberty&amp;diff=1494452"/>
		<updated>2022-04-07T01:07:50Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* M203 Grenade Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 2: Sons of Liberty&lt;br /&gt;
|picture = Metalgear2boxart.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2001&lt;br /&gt;
|developer=KCEJ&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The majorly-anticipated sequel to the bestselling ''[[Metal Gear Solid]]'' and a bestseller in its own right, '''''Metal Gear Solid 2: Sons of Liberty''''' continues the story of Solid Snake in 2007 as he attempts to infiltrate a tanker to obtain photographic evidence of a new model of Metal Gear, the series' eponymous bipedal armoured combat vehicle, aboard an ocean-bound tanker in the lower New York harbour. The mission fails spectacularly, leaving the player to control a freshly-minted Foxhound agent, codenamed Raiden, who is sent in to infiltrate an environmental cleanup plant located at the site of the Tanker sinking, two years on, to deal with a terrorist takeover by a group named the &amp;quot;Sons of Liberty&amp;quot; during a presidential inspection tour. As with Solid Snake's previous adventure, Raiden himself discovers much about his mission he was not initially told, and as the terrorists' machinations unfold, he is left to question everything he knew about his superiors' motives, the terrorists' true objective, and even his own identity. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Metal Gear Solid 2: Sons of Liberty'':'''&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;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Metal Gear Solid 2'' (referred to as MGS2 for the rest of this page) introduced a few new features with regards to ingame firearms over its prequel. The first and most obvious change was the addition of shooting from First-Person View (FPV) for all ingame weapons. Whereas FPV was used mostly to get a player-character's-eye view of an area in the previous installment and was used only for shooting with a few weapons, MGS2 allowed for players to aim and fire all its weapons in FPV. Unfortunately, due to the PS2 controller's gimmick of pressure-sensitive face buttons, aiming a fully-automatic weapon (among a few other miscellaneous actions, such as gently peeking through a locker's vent grille without noisily hitting the player character's head on the door while hiding in a locker) requires the player to half-hold the fire button, which, while not quite as easy to mess up as the throat-slitting CQC command in ''MGS3'', is not particularly precise since the square button does not have a great deal of distance between half-pressed to aim and fully-pressed to fire. This also meant that the game's ports to other consoles without pressure-sensitive face buttons or the PC made aiming such weaponry without simultaneously firing it impossible. Aiming semi-automatic weaponry in this game, however, had a much easier method of simply holding the button to aim and releasing it quickly to fire; slowly letting pressure off the button will lower the weapon without firing it. &lt;br /&gt;
&lt;br /&gt;
The introduction of FPV shooting was also accompanied by an emphasis on targeting specific body parts of enemies to achieve better results than centre-mass hits would. While this allowed for somewhat-realistic effects (such as a shot to the head or heart of an unarmoured NPC instantly killing that NPC), the developers went a degree further, to the point that ingame helmets of any kind were incapable of stopping bullets of any type, and hitting both of a human enemy's arms or legs with lethal bullets would cause most of them to count as &amp;quot;killed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
In addition to FPV and its related shooting mechanics, MGS2 was the first game in its series where player characters had the ability to use guns in melee attacks to subdue opponents with non-lethal force. Despite the series' tendencies towards realistically-depicted weaponry, MGS2 also started a long-running trend of many ingame characters firing unrealistically-long bursts from fully-automatic-fire-capable weapons during cutscenes, something that would continue to be featured throughout the rest of the ''Metal Gear Solid'' series despite the fact that no ingame weapon in this title is modelled with a large enough magazine to support such long bursts, and the fact that fully-automatic fire generally isn't recommended for most real-life applications due to its inaccuracy. Recoil-induced accuracy penalties are not modeled in this game for player characters (and a few bosses), however, so a long burst of fully-automatic fire will be just as accurate as single shots.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
Solid Snake always begins the Tanker chapter of the game with a specially-modified manually-operated [[Beretta M9]] fitted with a suppressor and loaded with tranquilizer rounds that will knock out enemies. Otacon misidentifies it as a &amp;quot;M92F&amp;quot;, but Snake corrects him that it is an M9. The M9 has been modified with the Knight's Armament Corporation's XM9 suppressor, slide lock lever, and a laser sight attached to the trigger guard. The slide lock lever turns the gun into a manually-operated pistol, locking the slide after every shot and requiring Snake to manually rack the gun to cycle the weapon, which reduces the gun's noise by preventing the automatic cycling of the slide (the real-life version also allows for disengaging of the slide stop, but this ability is not emulated in game).&lt;br /&gt;
&lt;br /&gt;
If the Very Easy difficulty is selected when starting a new game, Raiden will start with the M9 already in his inventory at the beginning of the Plant Chapter. On Easy, the M9 is hidden somewhere in the first area of the game; higher difficulties require the player to search the warehouse in Strut F to find one. If contacted via CODEC, Iroquois Pliskin implies that the M9 located on the Big Shell was the result of Philanthropy fanboys replicating the M9 in honor of the failed Tanker mission. Some Marines in the Tanker chapter cutscenes are equipped with the weapon as well, but theirs do not have suppressors and are loaded with lethal rounds, which the player cannot use. Certain guards who are held up with this weapon will somehow recognize it as a tranquilizer weapon and thus will not give up their items unless the player switches to a lethal weapon instead.&lt;br /&gt;
&lt;br /&gt;
Unlike many games of its time, the M9's Double-Action/Single-Action nature (in other words the gun can be fired without needing to cock the hammer, whereupon after the hammer will remain cocked for a lighter trigger pull until de-cocked) is emulated in this title. Accordingly, when a player character equips the M9, the hammer is shown as being uncocked, but when the slide is racked after the first shot, the hammer becomes cocked and remains so until the player character unequips (and presumably decocks) the weapon. However, the slide-racking animation has one unrealistic aspect; if the player character shoots the M9 and then quickly takes cover behind an obstacle that is very close to the player character while holding down the aiming/firing button (so that the player character points the M9 upwards while holding it in both hands) ''before'' the manual-slide-racking animation has a chance to play, the slide will reciprocate by itself without any action on the part of the player or the player character (the player character's hands will still be on the gun). This was most likely done to allow for more regular shots, without having to program an additional animation or forcing the player to wait for the manual-slide-racking animation to play first. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta9700.jpg|thumb|none|400px|Beretta 92F with Knight's Armament XM9 suppressor and slide lock lever - 9x19mm]]&lt;br /&gt;
[[File:Metalgear2boxart.jpg|thumb|none|600px|Metal Gear Solid 2: Sons Of Liberty cover art where Solid Snake wields the Beretta M9 Tranq Pistol.]]&lt;br /&gt;
[[File:MGS2XM9Icon.jpg|thumb|none|600px|In-game icon for the Beretta M9 when selecting it from the weapons menu.]]&lt;br /&gt;
[[File:SnakeXM9Tanker-1.jpg|thumb|none|600px|Solid Snake aims his custom Tranq Beretta M9 at Olga Gurlukovich.]]&lt;br /&gt;
[[File:MGS2M9_2.jpg|thumb|none|600px|Snake sizes up his latest adversary on the Tanker while holding her at gunpoint with the M9.]]&lt;br /&gt;
[[File:MGS2M9 3.jpg|thumb|none|600px|Raiden aiming his M9. Raiden generally wields the Mark 23 in cutscenes following its acquisition in Strut B, but if the player has the M9 equipped before triggering the cutscene, he will carry that during it instead. This can result in a few situations where the slide-locked, suppressed and less-lethal pistol manages the feat of firing semi-automatically, with unmuffled gunshots, and in one case outright killing another character.]]&lt;br /&gt;
[[File:MGS2M9 1.jpg|thumb|none|600px|Raiden aims his M9 at a Gurlukovich Mercenary guarding the Strut F Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
Olga Gurlukovich is seen with a [[PSS Silent Pistol]]. It is never given a chance to be used, however: She tosses the gun overboard shortly afterwards, after Snake orders her to do so. The player cannot obtain this weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|none|300px|PSS Silent Pistol - 7.62x42mm SP-4]]&lt;br /&gt;
[[File:MGS2PSS_1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MGS2PSS 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
Exclusive to the Tanker Chapter, Olga Gurlukovich uses a [[Heckler &amp;amp; Koch USP]] when dueling with the player. After defeating her, Snake automatically takes the empty gun (emptied by Olga, and made so by the programmers to avoid giving the player any ability to execute Olga and mess up the story) and uses it after acquiring ammunition for it. It can be fitted with a suppressor when playing the chapter for a second time in the &amp;quot;Substance&amp;quot; version of the game, and also comes with a tactical flashlight that turns on automatically when the weapon is drawn and readied in a dark area. Unfortunately, this becomes a hindrance when trying to keep a low profile. Its caliber is mentioned by Snake to be 9mm Parabellum, of which it can hold 15 in the magazine, or 15+1 when Snake performs a tactical reload. The script as well as Snake's reaction in the final game implied that the USP (a German-made gun issued to American forces) being used by Olga (a Russian) was unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:USP9mm.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[File:MGS2USP_Reload.jpg|thumb|none|600px|Snake reloads his USP]]&lt;br /&gt;
[[File:MGS2USP_1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MGS2_USP_2.jpg|thumb|none|600px|Olga's character model armed with the USP.]]&lt;br /&gt;
[[File:MGS2_USP_1.jpg|thumb|none|600px|An empty USP with the slide locked in a cutscene.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Sergei Gurlukovich is seen using a [[Makarov PM|Makarov]] to hold Marine Commandant Scott Dolph hostage. Raiden also observes the other soldiers carrying Makarovs later in the game, but only use them when they run out of ammunition for their primary weapon, or sometimes when their right arm is injured.  It is also used by soldiers wielding riot shields. This weapon cannot be obtained or used by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MGS2Makarov 1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MGS2Makarov_2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MGS2_Makarov_1.jpg|thumb|none|600px|In-game model of the Makarov being used by a soldier with a riot shield.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
Raiden is given a [[H&amp;amp;K Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] by Iroquois Pliskin early in the Plant Chapter of the game during his first visit to Strut B. It is fitted with a LAM (Laser Aiming Module), though it is not used to aim in first-person mode (instead, the player aims using the iron sights, despite the laser still being turned on anytime the gun is aimed in first- or third-person view). It can be fitted with a suppressor found in Strut F after Raiden visits Strut C for the first time. It holds 12 rounds of .45 ACP ammunition with each magazine. The tactical light on the handgun cannot be used ingame, except for a few VR missions in the Substance version. &lt;br /&gt;
&lt;br /&gt;
For some odd reason, Raiden always draws this weapon in cutscenes after obtaining it (unless the player has the M9 equipped before entering the cutscene, in which case Raiden will use that instead), even when going up against a foe who can dodge bullets, or against multiple opponents, both being situations for which an automatic firearm like the AKS-74U would be much better suited. The fact that Raiden is forced to obtain the AKS-74U (much like he cannot refuse to take the SOCOM pistol), coupled with his true combat experience which an AK would be more familiar to him, serve to highlight the oddness of this directorial decision to have Raiden always &amp;quot;bring a pistol to an assault rifle shootout&amp;quot; in cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|450px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:MGS2_MK23_1.jpg|thumb|none|600px|Raiden armed with the Mk 23 in a cutscene.]]&lt;br /&gt;
[[File:MGS2_MK23_2.jpg|thumb|none|600px|Raiden aims the Mk23 in a cutscene.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] is the weapon of choice for Revolver Ocelot. Cannot be obtained by the player, and is fired in only four scenes in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
[[File:MGS2SAA_1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MGS2_SAA_3.jpg|thumb|none|600px|Revoler Ocelot holds the SAA in a cutscene after firing, smoke visible coming from the barrel (in 2002!)]]&lt;br /&gt;
[[File:MGS2_SAA_1.jpg|thumb|none|600px|Revolver Ocelot's character model aims the SAA.]]&lt;br /&gt;
[[File:MGS2_SAA_2.jpg|thumb|none|600px|Alternate view of the SAA]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is Fatman's weapon of choice when he's not planting C4 explosives. It is modelled with what appears to be a 19-round magazine. He uses it in his battle with Raiden on occasion, calling it &amp;quot;a short recess on bombs.&amp;quot; In the backstory he was known for disassembling and reassembling it whenever he had a spare moment, not being one to keep his hands still. Due to an animation oversight, Fatman can be knocked down in the middle of reloading after ejecting an empty magazine, but will still eject another one once he stands up again to resume reloading. Unlike other ingame enemies, Fatman does not appear to suffer any recoil-induced penalties to his accuracy whenever he fires in full-auto either. &lt;br /&gt;
&lt;br /&gt;
This weapon made its first appearance in the ''Metal Gear Solid'' series, but would not become available to the player until [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the fourth game]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[File:MGS2_G18_1.jpg|thumb|none|600px|Fatman's character model with the Glock 18C.]]&lt;br /&gt;
[[File:MGS2_G18_2.jpg|thumb|none|600px|Alternate view of the Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Gun =&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The Arsenal Tengus in Arsenal Gear are seen carrying and using [[FN P90]] submachine guns (unobtainable by the player). Solidus Snake is also seen with one, which is somehow capable of penetrating the armor on a Metal Gear RAYs.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MGS2P90_3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MGS2P90 2.jpg|thumb|none|600px|Solidus fires his P90 point-blank into a Ray]]&lt;br /&gt;
[[File:MGS2P90_1.jpg|thumb|none|600px|Solidus aims his P90 at Raiden.]]&lt;br /&gt;
[[File:MGS2_P90_1.jpg|thumb|none|600px|The Tengu character model armed with a lower-polygon model of the P90.]]&lt;br /&gt;
[[File:MGS2_P90_2.jpg|thumb|none|600px|Solidus' character model armed with the P90.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is used by most of the Gurlukovich soldiers throughout the Tanker Chapter, and by the guards in the Shell 1 Core of the Plant Chapter, all of whom except for clearing team members use it in combination with a suppressor (likely to preserve their hearing when firing this weapon indoors). Raiden must obtain one of these in order to impersonate one of the aforementioned Shell 1 Core guards, but outside of Very Easy difficulty cannot acquire a suppressor for the rifle until he reaches the bridge connecting Shell 1 and 2. It is equipped with a laser sight for aiming, as the player cannot use the iron sights for that purpose.&lt;br /&gt;
&lt;br /&gt;
In the Substance edition and HD re-release of MGS2, giant-sized Gurlukovich soldiers (individually named &amp;quot;Gurlugon&amp;quot;) can be seen carrying giant AKS-74Us in the VR missions and one non-canonical &amp;quot;Snake Tales&amp;quot; extra mission, but never fire them, instead relying on other means of attack. Gurlugon monsters are also depicted with trefoil protrusions running in two lines down the backs of their heads to the rear of their pelvises, which is a clear reference to the [[Godzilla]] series of movies. &lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2_AKS74U_1.jpg|thumb|none|600px|Tanker/Shell 1 Core Gurlukovich soldier character model armed with an unsuppressed AKS-74U]]&lt;br /&gt;
[[File:MGS2_AKS74U_3.jpg|thumb|none|600px|Alternate view]]&lt;br /&gt;
[[File:MGS2AKS74U_2.jpg|thumb|none|600px|A Gurlukovich clearing team member sweeps a hallway aboard the ''USS Discovery'' during Solid Snake's Tanker mission.]]&lt;br /&gt;
[[File:MGS2AKS74u_1.jpg|thumb|none|600px|A Gurlukovich soldier aims his AKS-74U from a walkway in the Tanker chapter.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] is seen throughout the game, carried by the Marines in the Tanker Chapter, the Navy SEAL Team 10 in the Plant Chapter, Pliskin himself, and certain clearing teams after Raiden's duel with Fatman. It can only be acquired by Raiden in the Plant Chapter in Strut F, and it comes with a laser sight. While the underslung [[M203]] grenade launcher is used in conjunction with the M4A1 by one of the Marines aboard the tanker, certain Big Shell clearing teams, and by Snake in his fight with Solidus, it is not possible for the player to use in any way. The M203 is also memorably used against Fortune by a member of SEAL Team 10, where a grenade fired from it harmlessly lands at her feet as a dud.&lt;br /&gt;
&lt;br /&gt;
The game lists this weapon as an M4, but its fully automatic fire makes it an M4A1, not an M4, which is limited to semiautomatic and burst-fire only.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MGS2M4A1_1.jpg|thumb|none|600px|Raiden commandeers Pliskin's M4A1 during his first encounter with Vamp.]]&lt;br /&gt;
[[File:MGS2_M4A1_1.jpg|thumb|none|600px|Pliskin's character model shown with the M4A1.]]&lt;br /&gt;
[[File:MGS2_M4A1_2.jpg|thumb|none|600px|The SEAL team character model shown with the M4A1.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] assault rifle is used by the Gurlukovich soldiers patrolling many areas in the Plant Chapter, and by clearing teams in the earlier phases of that chapter. It cannot be obtained by the player.&lt;br /&gt;
&lt;br /&gt;
In-universe, the AN-94 had been adopted as the &amp;quot;official rifle of the Russian Army&amp;quot; by the time when the Plant Chapter occurs in 2009. In reality, the [[AK-74|AK-74M]] would still remain as standard Russian Army assault rifle in 2009. Many NPCs carrying the AN-94 use it along with a tactical flashlight.&lt;br /&gt;
&lt;br /&gt;
[[Image:An94-1.jpg|400px|thumb|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MGS2An94.jpg|600px|thumb|none|Gurlukovich soldier with AN-94]]&lt;br /&gt;
[[File:MGS2_AN94_1.jpg|thumb|none|600px|Plant Chapter Gurlukovich soldier with the AN-94.]]&lt;br /&gt;
[[File:MGS2_AN94_2.jpg|thumb|none|600px|Alternate view.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS]] bullpup rifle is not ordinarily available to the player in the final game and is only accessible via a cheat device used with the MGS2 demo disk. It can be seen in MGS1 gameplay videos appearing in cutscenes where Raiden mentions his VR training (implied to actually be from playing MGS1 and its bonus VR missions with VR gear), and also in the hands of Solid Snake in a flashback sequence depicting his escape from the sinking tanker. Pre-release trailers also showed Snake using a FAMAS on the Tanker, implying this weapon was at one point present there, and most likely the flashback is footage from an alpha or beta version of the level.&lt;br /&gt;
&lt;br /&gt;
In the demo, the FAMAS is very inaccurate and has a few animation errors, most notably how Solid Snake keeps cocking the charging handle when firing it in First Person View. In the Substance version of the game, it is also seen in the hands of the hidden bosses of the added VR missions for Solid Snake, named Genola and Mech Genola (&amp;quot;Genola&amp;quot; is reverse Pig Latin for &amp;quot;Enola Gay&amp;quot;, the B29 bomber that dropped the &amp;quot;Little Boy&amp;quot; atomic bomb on Hiroshima). These two are essentially giant-sized, higher-detail Genome Soldiers in winter gear from ''MGS1'', but they are never actually seen firing their giant-sized FAMAS rifles. One notable detail of their 3D models that was not made higher-detail for the Substance version are their fingerless mittens, raising the question of how they are supposed to properly fire their rifles without much freedom of movement for their trigger fingers. &lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:FAMASMGS2.jpg|thumb|none|600px|FAMAS in an MGS2 mod]]&lt;br /&gt;
[[File:MGS2_FAMAS_1.jpg|thumb|none|600px|Mech Genola with a FAMAS]]&lt;br /&gt;
[[File:MGS2_FAMAS_2.jpg|thumb|none|600px|And again]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
[[Heckler &amp;amp; Koch PSG-1]] semi-automatic sniper rifles equipped with dynamically zooming scope are used by both Raiden and Pliskin, exclusive to the Plant Chapter. A fictional variant firing tranquilizer rounds and equipped with a sound suppressor is available in Strut F or the flooded Shell 2 Core B1 area, named the PSG-1T.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;KPSG01MGS2.jpg‎|thumb|none|600px|Raiden with a PSG-1]]&lt;br /&gt;
[[File:MGS2_PGS1_1.jpg|thumb|none|600px|Raiden runs along the Oil Fence with PSG-1 in a cutscene]]&lt;br /&gt;
&lt;br /&gt;
= Shotgun =&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is carried by the clearing teams in the Big Shell. It is never available to the player, and NPCs fire it slowly despite the real weapon's semiautomatic firing ability. &lt;br /&gt;
&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 with butt hook attached to stock - 12 Gauge]]&lt;br /&gt;
[[Image:MGS2SPAS12.jpg|thumb|600px|none|Gurlukovich soldier with SPAS-12]]&lt;br /&gt;
&lt;br /&gt;
= Launchers = &lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] surface-to-air missile launcher is exclusive to the Plant Chapter. The launcher has a lock-on function as well, strangely locking onto targets that do not possess any heat or radar signature the missile could realistically lock onto, such as human guards. Despite its supposed destructive power, nothing prevents the player from using it indoors, even inside the sections of the Shell 2 Core that are below the waterline, where blowing holes into the walls (logically resulting in flooding) would be most detrimental to Raiden's mission. As useful as this weapon may be in destroying vehicles, it is powerless to alter the game's environment in any way.&lt;br /&gt;
&lt;br /&gt;
As in the first ''Metal Gear Solid'', there is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. It is also incorrectly shown with the missile seeking its locked-on target the instant it exits the launcher; the real Stinger flies straight for 660 feet before the seeker engages.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[File:StingerMGS2.jpg|thumb|none|600px|Raiden aiming the Stinger at an unmanned mass production model Metal Gear Ray]]&lt;br /&gt;
&lt;br /&gt;
==RH-Alan RGB6== &lt;br /&gt;
Croatian [[Milkor MGL]] clone in a six-shot revolver configuration, reloaded with a speedloader fitted for grenades. Exclusive to the Plant Chapter, and only available from Strut F once Raiden completes his objective in the second basement level of the Shell 1 Core. It is cumbersome to use given that the player cannot use the sights on the weapon, and that there is no arcing trajectory display in this game as in Metal Gear Solid 4 when a grenade is drawn and readied, though use of the lock-on feature will allow the player to compensate for its arcing trajectory so as long as the target is not behind cover or out of sight. While ostensibly loaded with anti-personnel grenades, it has the ability to damage vehicles such as a Harrier II jet or even Metal Gear Rays if a hit is scored. A codec call with Pliskin after getting it implied that it was the first time Raiden used the RGB6 at all, much less on the field due to it not being covered in VR.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL RBG-6.jpg|thumb|none|400px|RH Alan RGB-6 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Nikita==&lt;br /&gt;
A fictional missile launcher which fires remote controlled missiles with their own cameras that feed the warhead's visual data back to the player. While dubbed a &amp;quot;missile&amp;quot; launcher, the munitions launched by this weapon move slowly enough to be miniature hovering UAVs with contact-detonation warheads. Exclusive to the Plant Chapter, Raiden must use one to reach an objective in the Shell 2 Core, which is shutting down the electrified floor to reach President James Johnson - easier said than done given that the warheads cannot change altitude manually (they strangely do so on their own if they are piloted up a slanted vent, implying their vertical guidance is some kind of terrain-following system), have a limited supply of fuel, and become uncontrolled if Raiden suffers damage while using the launcher. Johnson's tendency to jump in front of the missile also does not help. The missile can only be fired indoors, which the game explains as being because the Sons of Liberty activated an electronic interference field around the Big Shell to prevent enemy UAVs from entering. Most likely the real reason is that the Nikita would otherwise allow the player to discover non-drawn surfaces of buildings in the various exterior maps.&lt;br /&gt;
&lt;br /&gt;
While the following function of the launcher is not elaborated on in the game, Raiden can disregard all the precision-machined-high-technology this weapon encapsulates and use it in one of the most blatantly ''low''-technological ways possible, by swinging the launcher as a large, unwieldy, club to whack guards (and one boss) around. It can often knock guards out in one well-timed swing or  deal heavy stamina damage to a boss, even in the higher difficulty levels, and not harm its performance in any way while being used in this &amp;quot;warranty-voiding&amp;quot; fashion. The Stinger missile launcher by contrast cannot be used this way, since equipping it instantly switches to the scoped view.&lt;br /&gt;
&lt;br /&gt;
To date, this game is the Nikita's last appearance in the ''Metal Gear Solid'' series.&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 Grenade Launcher]] is seen mounted on M4A1s utilized by the Marines in the hold of the Tanker, Iroquois Pliskin, the SEAL Team 10 Bravo Squad, and by the Hi-Tech Soldiers. The SEALs attempted to launch it at Fortune, but her &amp;quot;luck&amp;quot; renders the grenade a dud. Given her &amp;quot;luck&amp;quot; turns out to be a combination of a personal shield generator and what appears to be magic, it is not particularly clear why this actually happened; it cannot have been any kind of EMP-like effect, since the 40mm rounds for the M203 use a mechanical detonator (never mind that such an effect would also disable Fortune's radio and her railgun).&lt;br /&gt;
[[File:M4 m203 old.jpg|thumb|none|400px|Colt Model 727 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:MGS2_M4A1M203_4.jpg|thumb|none|600px|A US marine aims an M4A1/M203 in the Tanker.]]&lt;br /&gt;
[[File:MGS2_M4A1M203_3.jpg|thumb|none|600px|The M203 attached to Pliskin's M4.]]&lt;br /&gt;
[[File:MGS2_M4A1M203_2.jpg|thumb|none|600px|Pliskin with the M203's barrel open for loading, 40mm grenade in his left hand.]]&lt;br /&gt;
[[File:MGS2_M203_1.jpg|thumb|none|600px|Close-up of the M203, ready to fire.]]&lt;br /&gt;
[[File:MGS2_M4A1M203_1.jpg|thumb|none|600px|The Hi-Tech Soldier in-game character model armed with the M4A1/M203.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
C4 explosives are utilized by both Raiden and Fatman, the latter's C4 also serve as a major plot point for the first act of the Plant mission, as Raiden has to disarm them using a special &amp;quot;coolant spray&amp;quot; to freeze their detonators.&lt;br /&gt;
&lt;br /&gt;
C4 blocks can be procured by the player and used to set traps or destroy certain objects and devices which are immune to conventional weaponry. Just like in ''[[Metal Gear Solid]]'', the C4 blocks are set off in the order they were placed, and are stated to have a scrambler, in order to ensure that any wireless signals that are not the wireless detonator do not accidentally set it off.&lt;br /&gt;
&lt;br /&gt;
Fatman's C4 charges are larger than normal. As a self-made man who worships his creator, he generally utilizes C4 that emits a specific, detectable vapor, as well as cologne left on them as a &amp;quot;calling card.&amp;quot; He also had two C4 charges that were securely sealed and lacked cologne. In addition, he also carries a briefcase-sized C4 charge in some pocket dimension in his blast suit that is activated via a remote despite being inside his own clothes, and is also implied to have more than enough explosive power to destroy the entire Big Shell in one blow.&lt;br /&gt;
&lt;br /&gt;
==Semtex==&lt;br /&gt;
Semtex is utilized in both the Tanker and Plant Chapters, although it is never available to the player. Both instances have large charges rigged to wall-mounted infrared sensor rigs that automatically detonate the explosives should they be crossed. Solid Snake has to bypass these by shooting out the control boxes or crawling under the sensors in the Tanker Chapter. Precise why the terrorists rig up a system which will allow an intruder or particularly tall rat to accidentally kill all of them before they can complete their mission is not clear. Later, the Sons of Liberty also rig the connection bridge to the two shells at the Big Shell (and one room in the Strut F warehouse) with Semtex to deter would-be intruders, which Raiden deals with by destroying the control modules, one of which is for some reason mounted on top of a Cipher drone.&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
&lt;br /&gt;
A fictional variant of the [[M18A1 Claymore|M18A1 Claymore Anti-Personnel Mine]] is available in the game, exclusive to the Plant Chapter. Unlike real-life versions, they are invisible to the naked eye (the game mentions that they are &amp;quot;stealth-equipped&amp;quot;, though their locations and sensor coverage are visble with a mine detector) and explode if someone walks into their cone of detection. Raiden can disarm them and use them for himself if he crawls over one from outside its cone of detection, and they are plainly visible to the player if Raiden plants them himself. They can also be seen with the &amp;quot;thermal goggles&amp;quot; (Infrared) during the plant level.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Various Grenades==&lt;br /&gt;
&lt;br /&gt;
Three types of grenades can be used in this game. They are a generic frag grenade, a flashbang grenade, and a fictional chaff grenade. &lt;br /&gt;
&lt;br /&gt;
The usage of the first two types is quite cumbersome compared to later instalments in this game series. To use one of them, the player must first press a button to ready the grenade (depicting the player character pulling the pin with his teeth), and then release the button to throw the grenade. The catch is that the player character doesn't hold onto the safety lever when the pin is pulled, and if it is not thrown it before the fuse runs out, the player character suffers painful consequences. What's worse is that the force at which the button is pressed determines the velocity of the grenade(using the PS2 controller's pressure-sensitive face buttons, rarely a good idea), which is not indicated on screen before the grenade is thrown and is in general difficult to get right without a lot of practice. &lt;br /&gt;
&lt;br /&gt;
The chaff grenade avoids the problems of the aforementioned user-unfriendly grenade-throwing mechanic by virtue of being absolutely harmless and completely location independent. Regardless of where it is thrown (except into water), upon detonation it will release a great deal of radio-reflective fragments that temporarily blind all UAVs and security cameras in the current area, as well as temporarily jamming radio transmissions, so guards cannot call for backup if they spot you while the fragments are still suspended in the air. The chaff is even capable of slowing the reaction times of Metal Gear Rays. &lt;br /&gt;
&lt;br /&gt;
The frag grenade acts more like a concussion grenade by killing with its explosive force rather than releasing visible fragments. The flashbang grenade instead creates a non-lethal explosion that stuns anyone caught in its blast radius, though the white flash seen while using flashbang grenades in later instalments of this series is not implemented in this game. Both types will cause an alert to be sounded in the area you are in if one is not already active, or if a chaff grenade's chaff is not still active.&lt;br /&gt;
&lt;br /&gt;
==Underwater mine==&lt;br /&gt;
Classic black-ball-with-prong-detonators underwater mines are found in the flooded area of the Shell 2 Core. It is implied that they are placed there by Vamp as obstacles for Raiden, though precisely why or where Vamp has them is not clear. According to Otacon, the mines contain built-in compound sensors that can track anything from something's acceleration speed to changes in the water pressure, and even body temperature, among other data. They obviously cannot be used by the player.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-12/U==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sons of Liberty&amp;quot; group somehow has access to a US Marine Corps AV-8B Harrier II (likely due to Solidus Snake's backing, thanks to his previous role in civilian life mentioned by the game). The plane is technically a TAV-8B two seat trainer version, which is unarmed and incapable of mounting weaponry.&lt;br /&gt;
&lt;br /&gt;
Among its arsenal of weapons are LAU-5003 rocket pods, AMRAAM air-to-air missiles (with Raiden apparently counting as an airborne target that can be tracked by its radar), CBU-100 cluster bombs and a [[General Dynamics GAU-12/U]] mounted on its underside. As is common for video game depictions of military vehicles, the Harrier's GAU-12/U and other weaponry are depicted as having infinite ammunition, while the real-life Harrier II only has enough room to carry 300 rounds. Despite presumably being loaded with armour-piercing depleted-uranium-tipped rounds capable of penetrating the top armour of tanks, the GAU-12/U is depicted as being completely unable to penetrate any form of cover, which is clearly a concession towards gameplay. The GAU-12/U is, however, modelled correctly, with a muzzle flash only emerging from the left-hand pod, since the right one contains the weapon's ammunition and retains the empty casings when the gun is fired so as to prevent them from being sucked into the Harrier's air intakes and causing damage to the engine. &lt;br /&gt;
&lt;br /&gt;
The Harrier II itself is mentioned to have shot down the two cargo helicopters used by SEAL Team 10, but can first be seen on the heliport of Strut E; it disappears from that location during the Fatman boss fight, and is later faced as the second boss of the Plant Chapter. For some bizarre reason, Fatman sees fit to affix at least one of his C4 bombs on the Harrier's underside before his boss fight, which Raiden must freeze. Furthermore, if Raiden contacts the Colonel overseeing his mission about the Harrier, the Colonel will claim that the weapons Raiden has at that point &amp;quot;aren't up to the task of neutralizing this plane&amp;quot; (so as to prevent the player from removing it as a boss fight later).  This is in spite of the fact that Raiden can obtain Claymore mines prior to this - one or more of them placed by hand into the air intakes and manually detonated would likely render the Harrier unflyable.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==NRS-2 Scout Firing Knife==&lt;br /&gt;
&lt;br /&gt;
The [[NRS-2 Scout Firing Knife]], which consists of a knife with a short barrel for a single SP-4 suppressed pistol cartridge in the grip, pointed in the opposite direction from the tip of the blade. Olga draws and fires it at Snake when ordered to throw it overboard, only for him to dodge it, which causes Snake to take cover anyway and give her an opportunity to draw her USP. Olga shortly afterwards claims that Snake is the first one to dodge a round fired from her scout knife before fighting him.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nrs.jpg|thumb|none|400px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-4]]&lt;br /&gt;
&lt;br /&gt;
==Fortune's Railgun==&lt;br /&gt;
The only weapon used by Fortune is a fictional man-portable but large prototype railgun. It is equipped with a laser sight and a scope of undisclosed model, firing slugs of undisclosed size; a pistol-scale magazine is seen in ''Metal Gear Solid 4'', which would imply they are not particularly large. &lt;br /&gt;
&lt;br /&gt;
According to the Colonel that Raiden can contact for advice, the railgun accelerates projectiles to a high enough velocity to possess ten megajoules of kinetic energy (roughly 7.4 million foot-pounds), which is stated to be half of the twenty megajoules imparted to the ammunition of a &amp;quot;140mm smoothbore cannon.&amp;quot; Presumably this is a reference to the scrapped NATO XM291 140mm gun project for the Abrams and Leopard 2 during the mid-80s (a response to reports that a &amp;quot;Future Soviet Tank&amp;quot; (FST) was under development with a 135mm or 152mm main gun and armour sufficient to require a muzzle energy of 18MJ to penetrate), though available information implies that the muzzle energy of this gun was actually 23 megajoules. Seemingly the only tanks ever to mount it were a single Abrams and a Swiss Pz87 (Leopard 2 A4), so it is curious it is mentioned; the plan was ultimately scrapped by the Germans in favour of the L/55 variant of the Rheinmetall 120mm gun, while the US designed more advanced kinetic energy rounds for the L/44.&lt;br /&gt;
&lt;br /&gt;
Even if it is assumed the projectiles fired are as heavy as 20mm cannon bullets (100 grams or 1,540 grains), the railgun would still have to accelerate its ammunition to some 46,400 feet per second (a little shy of 42 times the speed of sound, which is about twice escape velocity, thus making it the first infantry weapon which could target ''satellites'') to achieve this. The weapon never generates any deafening sonic booms despite accelerating projectiles to hypersonic speeds. Fortune herself never endures much recoil from using it, to the point that she is able to double-tap the railgun in higher difficulty levels. She also experiences no fatigue or difficulty aiming it, despite the weapon being roughly the size of a motorcycle. No power or coolant source on her railgun requiring periodic replenishment is apparent either, despite the massive amounts of electricity (and the likely-to-be-high resulting levels of waste heat) electrically accelerating a projectile over such a short distance would require in a man-portable platform. &lt;br /&gt;
&lt;br /&gt;
The weapon is said to have been abandoned because there is a high risk of &amp;quot;accidental discharge,&amp;quot; but the weapon's actual behaviour and the further description (that there is some problem with the plasma and the rail failing to disconnect) suggests the actual issue is ''runaway fire'', with the railgun's retractable armature returning to battery position while retaining enough charge to immediately launch a new projectile each time the action cycles. True to this, Fortune is able to fire the weapon repeatedly in bursts, her &amp;quot;luck&amp;quot; presumably causing the rail to disconnect from its powered position when she wants to stop firing. When seen in ''MGS4'', the weapon requires charging up for each shot fired, implying the railgun was bought to heel by using a capacitor bank which is only sufficient for one shot and / or a weaker power source.&lt;br /&gt;
&lt;br /&gt;
The railgun isn't actually wholly a digital creation; a physical prop was created from wood for motion capture sessions. The fearsome size of the railgun meant even this was rather on the heavy side, and Fortune's motion capture actress has stated she ended up &amp;quot;covered in bruises&amp;quot; every time she had to handle it.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1494436</id>
		<title>Metal Gear Solid 3: Snake Eater</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1494436"/>
		<updated>2022-04-07T00:47:14Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* MON-50 anti-personnel mine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 3: Snake Eater&lt;br /&gt;
|picture = Metal_Gear_Solid_3_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2004&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Nintendo 3DS&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 3: Snake Eater''''' is a 2004 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. A prequel to ''[[Metal Gear Solid]]'' and ''[[Metal Gear Solid 2: Sons of Liberty]]'', this game takes place in the year 1964, and focusses on the Cold War exploits of Big Boss, a significant character in the Metal Gear series' backstory who had thus far not been a playable character. In a nod to the game's era and spy-thriller nature, several nods to the 1960s [[James Bond]] films can be seen in the game. &lt;br /&gt;
&lt;br /&gt;
The game's story opens with Big Boss (referred to by his codename &amp;quot;Naked Snake&amp;quot; at this point in the series' timeline) performing a HALO jump into a fictional Soviet wilderness area named &amp;quot;Tselinoyarsk&amp;quot; (Cyrillic: Целиноярск or &amp;quot;The Virgin Cliffs&amp;quot; in English) to extract a defecting Soviet scientist by the name of Dr. Nikolai Sokolov who is working on a new superweapon platform in a nearby Soviet base, in an operation called the Virtuous Mission. However, a series of extreme events causes the Virtuous Mission to fail, and Big Boss is sent to Tselinoyarsk a second time to perform &amp;quot;Operation Snake Eater.&amp;quot; His objectives this time are to destroy the new Soviet superweapon, known only as the &amp;quot;Shagohod,&amp;quot; rescue Sokolov, and kill a traitor to both him and the United States. &lt;br /&gt;
&lt;br /&gt;
An updated re-release of ''Metal Gear Solid 3'' with the subtitle of ''Subsistence'' was the first of the non-portable ''Metal Gear'' titles to feature online multiplayer in a separate mode named '''''Metal Gear Online'''''. It was only online for a year after the release of ''Subsistence'' in each region, and each multiplayer weapon's description is accurate at the moment that Metal Gear Online was shut down. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the video game ''Metal Gear Solid 3: Snake Eater.'' Unless otherwise noted, each weapon is only available in the singleplayer portion of the game:''' &lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
&lt;br /&gt;
In a break from its predecessors, ''Metal Gear Solid 3'' (MGS3) was the first in the ''Metal Gear'' series to use more than a single lifebar for the player character. A new stamina meter, previously only seen on boss characters in ''[[Metal Gear Solid 2]]'' (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. A low stamina meter would cause a great deal of &amp;quot;aiming sway&amp;quot; when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. Bosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. The game also introduced a &amp;quot;backpack&amp;quot; system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous ''Metal Gear Solid'' titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). The backpack itself was represented by a small-of-back dump pouch attached to Big Boss' equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its in-game firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). Whether a particular in-game gun had usable iron sights is detailed in its own entry. &lt;br /&gt;
&lt;br /&gt;
Another new gameplay element is the inclusion of a fictional (and at times rather silly) hand-to-hand fighting style named CQC (or Close Quarters Combat) which includes actions like grappling an opponent or using one as a human shield while still using a gun, whereas in the previous ''[[Metal Gear Solid]]'' (MGS) titles, player characters were limited to preset hand-to-hand combos or hitting enemies with firearms, and to taking human shields while having no weapon equipped. CQC in this game was at its most effective when handguns or knives were equipped; player characters cannot grapple when long guns are equipped and will instead use them as improvised clubs. These knife-and-gun techniques were made up by the production team, and have no real equivalent in military close combat systems.&lt;br /&gt;
&lt;br /&gt;
Keeping with the &amp;quot;on-site procurement&amp;quot; gameplay mechanic of the previous MGS titles, it is not possible to obtain or use weapons dropped from enemies in-game (they will simply disappear, with absolutely no in-game explanation given this time as to why the player character can't simply commandeer them)--thus, the only obtainable weapons in this game those that are in storage or otherwise lying around the game's levels. Grenades held by NPCs are the only exception to this rule in singleplayer, and only when they they are looted from an NPC's dead or unconscious body, or if the player makes Big Boss hold up an enemy for his items (somewhat unrealistically, ammunition for weapons that NPCs are never seen using in-game can be taken from them this way). Weapons could, however, be freely looted from other player characters in the game's multiplayer mode. &lt;br /&gt;
&lt;br /&gt;
Finally, stealth in MGS3, taking place as it does largely in outdoor environments, is focused around the use of camouflaged clothing and face paint to match Big Boss' surroundings, unlike the previous MGS games which were centered more around staying outside of the vision range of enemies, making a minimum of noise, and sneaking behind cover rather than any sort of camouflage (a gameplay mechanic inherited from the earlier 2D titles in the ''Metal Gear'' series). Despite the fact that almost all weapons in this game don't come with camouflage of their own, they will not compromise Big Boss' camouflage unless fired or used (with the exception of the in-game sniper rifles).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
'''Note:''' With the exception of the Single Action Army, all in-game handguns available to the player can be used while simultaneously taking a character hostage--the handgun in question can then be used to fire at hesitant enemies until it runs out of ammunition (a feature this game introduced to the MGS series), whereupon the player character will have to release the hostage to reload the handgun or switch to another weapon. The only exception to this rule is if the player holds a scientist hostage in front of enemy soldiers, as the soldiers will fire on Snake regardless of the danger posed to the scientist. One of the interrogation responses against the soldiers implies that the reason why this instance fails is because the soldiers do not get along with the scientists and thus have no qualms with killing them when held hostage by an enemy.&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;]] (a Navy-modified Smith &amp;amp; Wesson Model 39) handgun appears in the game upgraded as the &amp;quot;MK22 Hush Puppy&amp;quot; tranquilizer gun, a non-lethal option compared to the [[M1911A1]]. It can be fitted with a suppressor. The Hush Puppy in the game fires fictional 9mm tranquilizer rounds which, as usual in fiction, are always a perfect dose of anesthetic. As with the real-life gun, it has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round, which cannot be disengaged. It has a magazine capacity of 8 rounds, and is also available in multiplayer. Snake initially lost the Mk 22 when confronting The Boss on the Dolinovodno bridge late into the Virtuous Mission, but receives another one from EVA when meeting with her during Operation Snake Eater. Her dialogue when giving the Mk 22 to Snake implies it is the same one Snake lost on the previous mission.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|350px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[Image:Mgs3mk22.jpg|thumb|600px|none|Mk 22 Mod 0 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[Image:Mgs31.jpg|thumb|600px|none|Big Boss holding his Mk 22]]&lt;br /&gt;
[[File:MGS3Mk22.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:MGS3Mk22Close.jpg|thumb|600px|none|Closeup on the Mk 22.]]&lt;br /&gt;
[[File:MGS3Mk22Closer.jpg|thumb|600px|none|Nice shot of the Mk 22.]]&lt;br /&gt;
&lt;br /&gt;
== M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#M1911A1|M1911A1]] is Big Boss' signature weapon in the game, it is chambered in .45 ACP and has a magazine capacity of 7 rounds. Big Boss initially uses a standard M1911A1 before it is dismantled by The Boss. After this, Snake receives a heavily-customized 1911 from Eva, who states it was probably captured from a US armory by the Russians, and probably belonged to an officer. The custom version has several professionally-done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton hammer (referred to as a &amp;quot;ring hammer&amp;quot;), removed grip safety, three-dot combat sights with a raised front sight, stepping on the grip, front cocking serrations, and an extended thumb safety. Big Boss comments that this is the best gun he has ever used shortly before carving the wood grip panel to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Big Boss does a &amp;quot;Tactical Reload&amp;quot; (via quickly unequipping and re-equipping the gun). This weapon is available in multiplayer, and is the only lethal pistol in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:MGS3M1911Dismantle.jpg|thumb|none|600px|The M1911A1 being dismantled by The Boss after she meets Big Boss on her horse. Note how the disassembly procedure - locking back the slide and removing the slide stop release - is that of a [[Browning Hi-Power]], not a supposedly GI 1911 with a two piece guide rod, which requires the barrel bushing be removed and the slide lined up to remove the slide stop (this is possible with a full length guide rod). When she throws away the slide, you can see the barrel still in place.]]&lt;br /&gt;
[[Image:Snakematch.jpg|thumb|none|350px|Custom 1911 '''Airsoft''' &amp;quot;Snake Match&amp;quot;]]&lt;br /&gt;
[[File:MGS3M1911Custom.jpg|thumb|none|600px|Big Boss' custom 1911 at the ready.]]&lt;br /&gt;
[[File:MGS3M1911Custom2.jpg|thumb|none|600px|Big Boss holds his custom 1911.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is the sidearm of every enemy in the game, although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Many officer-type NPCs patrolling indoor areas in the game have Makarovs as their main armament. &lt;br /&gt;
&lt;br /&gt;
The Makarov PM is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers, one of which, in foreshadowing of his change in weaponry, was via ricochet shot. After trying what, according to Big Boss, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it already being loaded, Ocelot causes a failure to feed jam. With the gun failing to go into battery, Big Boss ambushes him with CQC and subdues him easily. Big Boss tells him after that his techniques with the gun would be better suited for a revolver, which causes him to switch to the [[Colt Single Action Army]].&lt;br /&gt;
&lt;br /&gt;
According to Big Boss, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and the twisting action failing to provide enough resistance to cycle the slide correctly.&lt;br /&gt;
&lt;br /&gt;
Eva also possessed a Makarov during the ending, which she intended to use to kill Big Boss, but she never used it due to promising The Boss not to kill him.  In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Big Boss himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm PM]]&lt;br /&gt;
[[File:MGS3Makarov.jpg|thumb|none|600px|As he is being confronted by KGB agents, Ocelot pulls out a Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov2.jpg|thumb|none|600px|Ocelot aims the Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov3.jpg|thumb|none|600px|The Makarov in the air.]]&lt;br /&gt;
[[File:MGS3MakarovJam.jpg|thumb|none|600px|The Makarov jams, giving Big Boss a chance to attack.]]&lt;br /&gt;
[[File:MGS3MakarovVolgin.jpg|thumb|none|600px|After seeing through (or rather feeling through) Big Boss's disguise as Major Raikov, Volgin aims his Makarov at him, before deciding to shoot Sokolov in his knees for no reason other than that he can. This gives Big Boss the opening he needs to disarm Volgin.]]&lt;br /&gt;
[[File:MGS3MakarovToss.jpg|thumb|none|600px|When The Boss faces the imposter she is quickly able to disarm Big Boss of &amp;quot;his&amp;quot; Makarov (Actually Volgin's, as Big Boss disarmed him earlier) with CQC.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
The in-game [[Colt Single Action Army]] is a 6-shot single-action only revolver chambered for .45 Colt, and is reloaded manually, one round at a time (though it can still be reloaded instantly by unequipping and re-equipping it). To fire, the hammer must be cocked first (which is done if the player uses the gun's iron sights), or the gun can be rapidly fanned from the hip. The in-game version's advantage over the semi-automatic custom 1911 is that the SAA's bullets will commonly ricochet off walls and hit targets even if you miss (the ricocheting bullets tend to bounce at angles that will hit enemies even if this would be physically unlikely). Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force. &lt;br /&gt;
&lt;br /&gt;
Major Ocelot carries three of these revolvers as his signature weapons. After switching from his [[Makarov PM]], Ocelot carried a heavily-engraved nickel-plated SAA with black grips, but switched to three blued models after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots. Ocelot professionally spins two of them and also uses a cavalry stock he fits on the the heel of the grip to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous trickshooting stunts, including juggling all three of his revolvers at several points in the game for the purpose of playing a version of Russian Roulette. Real SAA users would usually carry with the chamber under the hammer empty and make do with five rounds, since the SAA's hammer did not have a catch and could strike a primer if it fell on the hammer or if the hammer was hit.&lt;br /&gt;
&lt;br /&gt;
Ocelot's gun-twirling moves were later revealed to be the work of a Japanese actor named Tornado Yoshida, who was either motion-captured or used as an animation reference. A spoiler-heavy Youtube video of a side-by-side comparison of the two can be found [https://www.youtube.com/watch?v=Z1Bv9y1rnrY here].&lt;br /&gt;
&lt;br /&gt;
To show his enthusiasm for his new handguns (and to fit in with the love Ocelot had for them in the original ''[[Metal Gear Solid]]''), Ocelot is heard to quip about the &amp;quot;joy of reloading&amp;quot; whenever he does so, especially in multiplayer.&lt;br /&gt;
&lt;br /&gt;
While Ocelot is the main user of the SAA, The Boss for her part confiscates one of his three SAAs after he uses them to &amp;quot;test&amp;quot; Tatyana during Big Boss' torture sequence.  She then uses it to shoot Big Boss in the left thigh with a &amp;quot;special payload;&amp;quot; how her &amp;quot;special payload&amp;quot; could correctly chamber and fire in a gun she took on the spur-of-the-moment is not at all clear. Big Boss can then use the SAA from that point forward in the game, but can also access an SAA before this point in the story in a new game, if the final dual with Ocelot is done correctly. In this final duel, Ocelot loads one of his .45 Long Colt SAAs with the round he wears on a necklace, which he claims is the same 9mm Makarov round that jammed his gun the first time he met Big Boss: this appears to be inserted into some type of caliber adaptor around the base of the casing to make doing so possible. The potential issue with the front of the casing rupturing due to lack of support is rendered rather moot by the fact that, like the time when he said &amp;quot;no more tricks,&amp;quot; this is a trick.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used to pistol-whip other characters with the barrel in melee.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSAA Hidalgo.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
[[Image:TheQuickandtheDeadCimmaronSAALMO.jpg|thumb|none|400px|Two heavily engraved nickel SAA revolvers, similar to the one Ocelot had before switching to 3 regular SAA revolvers.]]&lt;br /&gt;
[[File:MGS3EngravedSAA.jpg|thumb|none|600px|Ocelot aims his engraved SAA at Big Boss.]]&lt;br /&gt;
[[File:MGS3EngravedSAA3.jpg|thumb|none|600px|A close up of the engraved SAA's detail.]]&lt;br /&gt;
[[File:MGS3ColtSAA.jpg|thumb|none|600px|Ocelot aims his plain Colt SAA at Sokolov.]]&lt;br /&gt;
[[File:MGS3ColtSAAJugle.jpg|thumb|none|501px|Ocelot in the middle of juggling three SAA revolvers.]]&lt;br /&gt;
[[File:MGS3ColtSAADual.jpg|thumb|none|600px|'''Ocelot:''' ''Let me face him. I've been waiting for this moment... time to get &lt;br /&gt;
even!'' &amp;lt;br&amp;gt; Right before Big Boss' fight with Volgin, Ocelot wields two SAAs.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock.jpg|thumb|none|600px|Ocelot aims his Colt SAA with a stock attached. He later loses this particular SAA during the motorcycle chase sequence.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
== Shansi Type 17 ==&lt;br /&gt;
The Shansi Type 17, a Chinese copy of the [[Mauser C96]], is EVA's signature weapon, but it is never made available to the player. It is chambered in .45 ACP and has a 10-round capacity in its integral fixed magazine, which must be reloaded using stripper clips. She most notably uses it to shoot and kill several GRU soldiers near the beginning of Operation Snake Eater with a technique known as a &amp;quot;Bandit Shooting.&amp;quot; EVA loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase.&lt;br /&gt;
&lt;br /&gt;
On a second playthrough, SIGINT explains the &amp;quot;Bandit Shooting&amp;quot; method during a radio call as a way of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room, and questions where EVA is from.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|none|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:Mgs3 type17 2.jpg|thumb|none|600px|EVA reloads her Type 17 with a 10-round stripper clip. The pistol was usually issued with 5-round clips for simpler mid-magazine reloads. EVA is also shown firing only 8 shots in the preceding firefight.]]&lt;br /&gt;
[[File:Mgs3 type17.jpg|thumb|none|600px|EVA confirms Snake's assumption that her pistol isn't a Mauser original. These markings would be stamped on a real Type 17; firearm replicas often use printed markings in place of stampings, and one was likely used as a reference.]]&lt;br /&gt;
[[File:MGS3Type17.jpg|thumb|none|600px|EVA holding her Type 17 Pistol during the motorcycle chase.]]&lt;br /&gt;
[[File:MGS3Type17(2).jpg|thumb|none|600px|EVA's Type 17 after it is knocked out of her hands.]]&lt;br /&gt;
&lt;br /&gt;
== EZ Gun (modified FP-45 Liberator) ==&lt;br /&gt;
&lt;br /&gt;
The EZ gun was created by SIGINT and is based on an [[FP-45 Liberator]]. SIGINT's version is a tranquilizer gun with a built-in laser sight. According to a radio conversation with The Boss it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]. True to its name, Snake will never get hungry while using this weapon, nor will his camouflage index (a part of the game's GUI that determines how visible he is to enemies) ever drop below 80% when this gun is equipped. While the real Liberator is a single-shot weapon, the EZ Gun is treated as if it is bolt-action with an infinitely deep magazine. It is normally only available on the &amp;quot;Very Easy&amp;quot; difficulty, though it can be unlocked for other difficulties by collecting at least one of every edible item in-game.&lt;br /&gt;
&lt;br /&gt;
The EZ Gun is also used in the &amp;quot;Snake Versus Monkey&amp;quot; mode in the two PS2 releases, where Solid Snake must capture a series of ''Ape Escape'' monkeys because of reasons. This mode is not present in the multiplatform ''Metal Gear Solid HD Collection'' release due to ''Ape Escape'' being the property of Sony.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS_EZGun.jpg|thumb|none|350px|'''Non-firing model''' of EZ gun featured in MGS series by kagerou works]]&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|350px|The FP-45 Liberator Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Machine Pistols=&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The Pain, a member of The Boss' infamous &amp;quot;Cobra&amp;quot; Special Forces Unit and the second boss of the game, uses a [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|M1928A1 Thompson]] with a stick magazine in his fight with Snake. The Pain's version is made from either bees or hornets [!] and seemingly also fires them; he forms it by shouting &amp;quot;Tommy Gun!&amp;quot; and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the forward pistol grip on the regular 1928. The M1928A1 is never made available to the player. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1928-A1_T.jpg|thumb|none|400px|M1928A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:ThePainTommy_gun.jpg|thumb|none|600px|The Pain forms his &amp;quot;Tommy Gun.&amp;quot; One frame later, it's a Thompson. You have to feel sorry for the hornet that has to be the firing pin.]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|Sa. Vz.61 Skorpion]] machine pistol is the standard-issue weapon for enemies in motorcycle sidecars or for those piloting flying platforms, and can be obtained by the player as well from a storeroom in Groznyj Grad. While modeled with a 20-round magazine, it actually holds 30 rounds of .32 ACP ammunition in-game. It is fitted with a highly anachronistic laser sight the size of a modern one; the laser had only just been invented in 1960. A laser diode which projected a continuous beam at room temperature would not exist until 1970. Additionally, the first firearm laser sights, created in the late 70s, were bulky helium-neon gas lasers (the LaserLok sight for the [[American-180]] SMG being about the size of an entire Skorpion) which required a 10,000 volt power supply to switch on. Its iron sights cannot be used, unlike the AK-47 or XM16E1. It has both semi-automatic and fully-automatic firing modes; unlike almost every other firearm capable of fully-automatic fire, it possesses no muzzle climb, even when fired in full-auto. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable 850 RPM, but the in-game version has an unrealistically slow rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:MGS3Skorpion.jpg|thumb|none|600px|The Skorpion SA Vz 61 in game, modelled with a 20-round magazine that somehow holds 30 rounds. The folding buttstock cannot be unfolded ingame.]]&lt;br /&gt;
[[File:MGS3SkorpionBiker.jpg|thumb|none|600px|A GRU biker aims his Skorpion SA Vz 61]]&lt;br /&gt;
[[File:MGS3SkorpionSAVz61Platform.jpg|thumb|none|600px|After the battle with the Shagohod, GRU soldiers on flying platforms arrive on scene. Note the lack of a magazine. Also note the anachronistic laser sights used by the soldiers on completely historically-accurate personal flying vehicles.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The sole shotgun in the game is an [[Ithaca 37]] (referred to as the M37) with a sawed-off stock and barrel, available to the player in the Peschera Cave in-game. It is also used by several members of the Ocelot Unit. Unlike many media depictions of shotguns with tube magazines, characters reloading the Ithaca 37 in this game will use a tube-like device (known in speed-shooting competitions as a shotgun tube speedloader) to insert all four shells into the tube magazine at once. Furthermore, this shotgun is not depicted with iron sights; accordingly, characters using it always fire it from the hip. &lt;br /&gt;
&lt;br /&gt;
Ithaca 37 is actually a rarity in the USSR/Russia; similar to other rare Western weapons and equipment that were used by the enemy, it is implied that the M37's presence in Tselinoyarsk is due to Soviet agents stealing them from various Western-aligned countries, and that their usage was inspired by the British during the Malaysian Emergency.&lt;br /&gt;
&lt;br /&gt;
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range.  This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against most NPCs in the singleplayer game), it was disallowed on many multiplayer servers. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|350px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[File:MGS3Ithaca37Model.jpg|thumb|600px|none|M37 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[File:MGS3Ithaca37.jpg|thumb|600px|none|A member of the Ocelot unit holds his Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(2).jpg|thumb|600px|none|Another member of the Ocelot unit holds an Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(3).jpg|thumb|600px|none|An Ocelot unit member holds an Ithaca 37, while pursuing Big Boss after his escape from Colonel Volgin's torture chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The standard-issue assault rifle for most of the enemies (both GRU and KGB) is the [[AK-47]]. The AK-47 can also be obtained by the player in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. The AK-47 is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the AK-47 has more muzzle climb than the M16A1 when fired with or without using the iron sights. &lt;br /&gt;
&lt;br /&gt;
A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent. Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the AK-47 was never depicted with camouflage of its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AK47KGB.jpg|thumb|600px|none|A KGB agent with the AK-47.]]&lt;br /&gt;
[[File:MGS3AK47KGB2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:MGS3AK47KGB3.jpg|thumb|600px|none|Close up.]]&lt;br /&gt;
[[File:MGS3AK47GRU.jpg|thumb|600px|none|A GRU soldier at Groznyj Grad with his AK-47.]]&lt;br /&gt;
[[File:MGS3AK47GRUSquad.jpg|thumb|600px|none|A squad of GRU soldiers fire their AK-47s in full-auto at an escaping Big Boss and Eva during the game's motorcycle chase sequence at Groznyj Grad. Despite the fact that they are speeding away in a straight line from this squad, none of their bullets find their marks.]]&lt;br /&gt;
&lt;br /&gt;
== AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The [[AMD-65]] is a Hungarian-made assault rifle based off of the [[AK-47]] used by the Ocelot Unit. Like the Makarov it is unavailable to the player. According to SIGINT, the Ocelot Unit's AMD-65s were prototypes that were shipped to the Soviet Union for testing.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|450px|AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AMD.jpg|thumb|600px|none|An Ocelot unit soldier with the AMD-65, being held hostage by Big Boss before promptly being slammed to the ground with a CQC move.]]&lt;br /&gt;
[[File:MGS3AMD-63(2).jpg|thumb|600px|none|An Ocelot Unit soldier with the AMD-65.]]&lt;br /&gt;
[[File:MGS3AMD-63.jpg|thumb|600px|none|Another Ocelot Unit soldier with an AMD-65, on the left.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The Boss' signature weapon is the &amp;quot;Patriot,&amp;quot; seemingly a cut-down [[M16A1]] fitted with an anachronistic Beta C-Mag carrying infinite ammunition (claimed to be from its &amp;quot;feed mechanism&amp;quot; being in the shape of an infinity symbol), with no buttstock or front sight, and has the addition of a short, smooth handguard and a muzzle brake. It is partially inspired by the real-life [[M231 Firing Port Weapon]], which was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M231 as an assault rifle. It is not completely based on an M231, due to the presence of a forward-assist and a rear sight which actual M231s do not have.&lt;br /&gt;
&lt;br /&gt;
The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Big Boss' infiltration vehicle with sustained fire; the fired bullets tumble end-over-end, a term called &amp;quot;keyholing﻿&amp;quot;, as they exit the barrel, and at least one actually exits the barrel facing backwards(!), the severe keyholing seems to imply that the weapon's barrel lacks rifling. ﻿The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save. &lt;br /&gt;
&lt;br /&gt;
The game also classifies the Patriot as an &amp;quot;assault pistol&amp;quot; (possibly a mistaken fusion of the terms &amp;quot;assault rifle&amp;quot; and &amp;quot;machine pistol&amp;quot;) when in fact, its caliber makes it an ultracompact carbine despite its resemblance to various real-life &amp;quot;AR pistols&amp;quot; (AR-15s cut down and/or possessing modified actions to fire from barrel lengths of 10 inches or less, and often lacking buttstocks). Another possible reason that the Patriot was classified as a type of pistol is the fact that The Boss always fires it one-handed like an oversized handgun, but Big Boss for his part puts his offhand on the weapon's handguard instead. Big Boss can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. Despite SIGINT describing the Patriot's recoil as &amp;quot;unbelievable,&amp;quot; it is depicted as having no muzzle climb even when fired in full-auto by either The Boss or Big Boss.&lt;br /&gt;
&lt;br /&gt;
The Patriot has a few additional properties unique to it in this game. When used by The Boss in her own boss fight, she becomes immune to anything Big Boss can throw at her if she is firing the Patriot directly at him, necessitating that the player either catch The Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable. Befitting its status as a bonus weapon, it can also be implausibly used to take down in-game helicopters (a feature not carried over to [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the next MGS game]]). To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Big Boss to fire the Patriot's final in-game shot. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:Mgs313.jpg|thumb|none|600px|The Boss firing her &amp;quot;Patriot.&amp;quot;]]&lt;br /&gt;
[[File:MGS3Patriot.jpg|thumb|none|600px|Another angle of the same scene. Note the tumbling bullets.]]&lt;br /&gt;
[[File:MGS3M231.jpg|thumb|none|600px|Right before the final battle The Boss holds her unloaded &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
[[File:MGS3M231Load.jpg|thumb|none|600px|The Boss loads her &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
The [[M16A1]] appears as the &amp;quot;XM16E1&amp;quot;. It is chambered in 5.56x45mm, has a 20-round magazine, and semi-burst-auto fire modes, which The Boss and Sigint both suggest was done in the field by a gunsmith after the rifle reached Vietnam. It can be distinguished from a real XM16E1 by the full fencing on the lower receiver and birdcage flash hider. It also has a heavier profile barrel like the Model 611 M16A1, but this is likely just a coincidence rather than a deliberate choice. It can be obtained in both the Virtuous Mission and Operation Snake Eater, meaning at least two such rifles found their way to Russia. It can also be fitted with a suppressor. It is not used by any NPCs in the singleplayer game. The in-game version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat, and thus is the only weapon with its own camouflage (although it has no effect on the player's camouflage index). Like the AK-47, players can use the iron sights of this assault rifle, but unlike the AK, there's a slight zoom effect when doing so. This weapon was available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm. What distinguishes it from the original M16 was the addition of a raised rib around the magazine release button, changing of the forward Receiver pins, and the addition of the forward assist button on the upper receiver.]]&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|400px|XM16E1 rifle with 20 round magazine for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3XM16E1.jpg|thumb|600px|none|The &amp;quot;XM16E1&amp;quot; ingame. Note full-fence lower and A1 birdcage flash hider. Also note the suppressor collar in front of the front sight post, another nice attention to detail.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sniper Rifles in the game's singleplayer mode have a degree of &amp;quot;scope glint&amp;quot; that can give away the user's location (when used by NPCs) or alert NPCs to the player character's general location under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip. This weapon was available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters, even though there is no way to fit a suppressor to the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
If contacted while Big Boss is holding the rifle, SIGINT will speculate that the skeleton stock and pistol grip were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. SIGINT also advises Big Boss to go for &amp;quot;One shot, one kill&amp;quot; due to the bolt-action nature of the rifle, in spite of the fact that its tranquilizer ammunition makes it incapable of directly killing NPCs. Contrary to SIGINT's advice, the Mosin Nagant's lengthy reload animation can be bypassed by quickly unequipping and re-equipping it, like every other firearm in this game. &lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd.jpg|thumb|none|600px|The End takes aim with his Mosin Nagant.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd3.jpg|thumb|none|600px|A third view. Note that The End's age spots had disappeared due to photosynthesis earlier.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd4.jpg|thumb|none|600px|The End taking aim while kneeling.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
Another sniper rifle in the game is the [[SVD Dragunov]], which had only just begun serial production in the game's timeframe, a possible sly nod to the rare PSG-1 used in MGS1. It has two zoom options, and be seen being used by a member of the Ocelot Unit during an ambush shortly after Big Boss meets Eva, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semi-automatically, and for some reason is shown to have no recoil-caused muzzle jump if Big Boss' stamina is high when firing, nor even barrel sway when aiming in this condition; this is unlike MGS2, where sniper rifles often swayed a great deal unless a certain item was used. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|490px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:MGS3SVDModel.jpg|thumb|none|600px|SVD in the game.]]&lt;br /&gt;
[[File:MGS3SVD.jpg|thumb|none|600px|Big Boss, assisted by Eva, aims his SVD Dragunov at some C3 charges mounted on a bridge.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
[[Tokarev SVT-40]] rifles briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on [http://www.youtube.com/watch?v=TTClok-ujMM actual footage] of the May Day parades on Red Square.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|490px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:MGS3MosinNagant.jpg|thumb|none|600px|SVT-40s seen in the footage.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
The light machine gun configuration of the modular [[Stoner 63]] weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Big Boss yells Rambo-style while firing it. It is available in multiplayer, but only as a pick-up weapon (i.e., it is not a weapon the player character can spawn in with). The weapon's iron sights cannot be used. The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Big Boss is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable (if noisy) asset during that portion of the game. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|400px|Stoner 63A, Commando configuration (designated Mk 23 Mod 0 by the US Navy SEALs) - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3Stoner63Model.jpg|thumb|none|600px|Stoner 63 in the game.]]&lt;br /&gt;
[[File:MGS3Stoner63.jpg|thumb|none|600px|An Ocelot unit member with the Stoner 63 while Big Boss takes him down.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades= &lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet Grenade==&lt;br /&gt;
&lt;br /&gt;
A fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for three types of in-game grenade: Chaff, Stun and Smoke.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, and to fool the guidance systems of guided missiles fired at Big Boss. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. They are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. In-game, they are stated to have been developed by the Soviets. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Smoke grenades are implied to have been developed by the Soviets in Tselinoyarsk (this is not really something that needed explaining since smoke grenades were common in World War 2) and according to SIGINT use a combustion agent combining zinc oxide, ammonium chloride (which is wrong, ammonium chloride is a product of the reaction, the base material is usually hexachloroethane), aluminum and &amp;quot;some other stuff,&amp;quot; and releases a grayish-white smoke. It also has a tear-gas like effect on enemy soldiers and attack dogs: this is accurate, since the smoke from such grenades includes toxic zinc chloride, a skin and eye irritant and severe respiratory irritant. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5 hand grenade]]s. They are used by GRU soldiers, and can also be obtained by Big Boss in various areas in the game. The Pain also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location (shooting them while they are held aloft by his bees will cause them to prematurely detonate). They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:MGS3RGD5.jpg|thumb|none|600px|The RGD-5 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M15 White Phosphorus Grenade==&lt;br /&gt;
The body of the game's &amp;quot;WP grenade&amp;quot; appears to be based on the American [[M15 White Phosphorous grenade]], the WW2-era precursor to the more familiar [[M34 White Phosphorous grenade]], fitted with the same Soviet UZRGM fuze as the other grenade types.&lt;br /&gt;
&lt;br /&gt;
The in-game depiction is extremely unrealistic with the M15 basically filled with magic set-people-on-fire powder: it hardly produces any smoke (the real device was designed primarily for use as a smoke grenade), and unlike real WP smoke, the smoke the in-game grenade produces does not block thermal vision in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
[[Image:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|250px|'''Replica''' M15 white phosphorous grenade]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive &amp;quot;Shagohod&amp;quot; vehicle, which is only vulnerable to fire from heavy weapons. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon the player character can spawn in with. Snake also uses the RPG-7 in a cutscene during the escape from Groznyj Grad.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MGS3RPG7Model.jpg|thumb|none|600px|The RPG-7 in game.]]&lt;br /&gt;
[[File:MGS3RPG7.jpg|thumb|none|600px|Big Boss aims the RPG-7 in the finale.]]&lt;br /&gt;
[[File:MGS3RPG7Warhead.jpg|thumb|none|600px|The warhead in flight.]]&lt;br /&gt;
[[File:MGS3RPG7Empty.jpg|thumb|none|600px|Big Boss strikes a pose with an empty RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle/Platform-mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==130mm M-65 rifled gun L/60==&lt;br /&gt;
&lt;br /&gt;
The 130mm M-65 rifled gun L/60 is mounted onto at least 6 Obyekt 279s (spelled &amp;quot;Objekt 279s&amp;quot;) seen in-game. However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on all the Mi-24A  helicopters in the game. Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[File:Afanasev A-12.7.jpg|thumb|none|450px|Afanasev A-12.7 mounted on a Mi-4A helicopter -  12.7x108mm]]&lt;br /&gt;
[[File:MGS3HindAYak-B.jpg|thumb|none|600px|The Mi-24A with the A-12.7.]]&lt;br /&gt;
&lt;br /&gt;
== DShK == &lt;br /&gt;
&lt;br /&gt;
Able to commandeered by the player, [[DShK heavy machine gun]]s are found throughout the game. Two remote-controlled DShKs are mounted on Volgin's &amp;quot;Shagohod&amp;quot; hovertank-thing, and Volgin uses them if he's not using the central volley gun in the &amp;quot;mouth&amp;quot; of the Shagohod. In the cutscene where Snake and EVA make it to the runway on Groznyj Grad, Volgin decides he hasn't been evil enough yet and uses the Shagohod's weaponry to fire at his own troops.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|Russian DShK 38/46 - 12.7x108mm]]&lt;br /&gt;
[[File:MGS3DShK.JPG|thumb|none|600px|A mounted DShK.]]&lt;br /&gt;
[[File:MGS3DShKShagohod.jpg|thumb|none|600px|The DShk mounted on the Shagohod.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[ZU-23-2|ZU-23-2]] is a 23mm Soviet anti-aircraft gun. They can be commandeered by Big Boss and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 Anti-Aircraft gun - 23x152mm]]&lt;br /&gt;
[[File:MGS3ZU-23.jpg|thumb|none|600px|The ZU-23-2 behind Eva.]]&lt;br /&gt;
&lt;br /&gt;
==M1931 Field Gun==&lt;br /&gt;
&lt;br /&gt;
A battery of Soviet M1931 field guns is seen in a cutscene describing The Boss's &amp;quot;involvement&amp;quot; in &amp;quot;The Bay of Pigs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:M1931 Field Gun.jpg|thumb|none|450px|Soviet M1931 (A19) field gun displayed in Hämeenlinna Artillery Museum, Finland - 122mm]]&lt;br /&gt;
[[File:MGS3UnknownAAGun.jpg|thumb|none|600px|Stock film shows a battery of Soviet M1931 field guns firing, most likely during either World War 2 or in Cuba.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==C3==&lt;br /&gt;
The predecessor to the C4 used in other games. Composition 3 is a real military explosive composed of 77% RDX and 23% plasticizer: like C4, it can be molded into any shape, and is stable enough to not be detonated by gunfire. Big Boss uses it to destroy the Shagohod's hangar, and it is likewise used by Eva to rig the rail bridge out of Groznyj Grad to deter pursuit. In the latter case, it is also implied that the C3 contains some type of shock-sensitive tamper-resistant fuze, such that it will explode if fired on or even touched in any way.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3C3Block.jpg|thumb|none|600px|A block of C3.]]&lt;br /&gt;
[[File:MGS3C3Heart.jpg|thumb|none|600px|Eva makes a heart made of C3.]]&lt;br /&gt;
[[File:MGS3C3.jpg|thumb|none|600px|The C3 being planted on the liquid rocket fuel tanks of the Shagohod's hangar.]]&lt;br /&gt;
[[File:MGS3C3Butterfly.jpg|thumb|none|600px|The final block of C3 molded into the shape of a butterfly, just before Big Boss slams it onto the timer of the bomb. While he doesn't have a personal timepiece to keep track of the remaining time on the bombs (unlike Raiden of [[Metal Gear Solid 2]]), he does have some supernatural help telling him just how much time he has left before detonation. The butterfly-C3 also appears in Super Smash Bros Brawl.]]&lt;br /&gt;
[[File:MGS3C3Pack.jpg|thumb|none|600px|The pack of C3 on the bridge.]]&lt;br /&gt;
&lt;br /&gt;
== Big Joe 5 and Little Joe Crossbows ==&lt;br /&gt;
&lt;br /&gt;
The Fear uses a pair of crossbows, at least once of which has bolts laced with the venom of the Brazilian Wandering Spider, often said to be the most fearsome spider venom in the world. The &amp;quot;William Tell&amp;quot; is a &amp;quot;Big Joe 5&amp;quot; crossbow (some sources indicate this may have been a real nickname of the Big Joe 5) while the &amp;quot;Little Joe&amp;quot; uses its real name. Both were developed by the OSS during World War II, the &amp;quot;Big Joe 5&amp;quot; being intended for use at up to 200m while the &amp;quot;Little Joe&amp;quot; was a smaller device intended for eliminating sentries silently, for usage by the British military. The Big Joe 5 was only produced in very limited quantities, while the Little Joe never underwent production at all; surviving crossbows are rare, and the darts even rarer. Neither crossbow is ever available to the player. Ocelot later uses the Little Joe to threaten Tatyana, in a scene Big Boss can watch by spying on them in Groznyj Grad from a mountaintop.&lt;br /&gt;
&lt;br /&gt;
[[Image:BJ5.jpg|thumb|400px|none|Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:Little Joe Crossbow.jpg|thumb|none|400px|Little Joe crossbow.]]&lt;br /&gt;
[[File:MGS3FearCrossbow.jpg|thumb|none|600px|The Fear with his &amp;quot;William Tell&amp;quot; Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:MGS3FearsCrossbow2.jpg|thumb|none|600px|The Little Joe on the ground.]]&lt;br /&gt;
[[File:MGS3FearsCrossbowSpin.jpg|thumb|none|600px|Ocelot spins the Little Joe.]]&lt;br /&gt;
[[File:MGS3CrossbowBoltCloseup.jpg|thumb|none|600px|The bolt of the Little Joe.]]&lt;br /&gt;
&lt;br /&gt;
== The Fury's Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
During The Fury's boss battle, he uses a custom flamethrower which appears to be a highly reworked version of the German [[Flammenwerfer 41]]. According to SIGINT, The Fury's flamethrower uses UDMH (unsymmetrical dimethylhydrazine) and NTO (nitrogen tetroxide), a rocket fuel mixture, rather than the usual incendiary liquids used in flamethrowers. Since UDMH / NTO burns at about 3,000 degrees, firing the weapon once in a confined space should probably have killed both The Fury and Big Boss, The Fury twice over since it would fire him violently backwards ''because he is holding a rocket''. Luckily, The Fury does not seem to realise that both chemicals are ridiculously toxic if inhaled and if he just sprayed one fuel tank into the air of the enclosed room they are in, Big Boss would at least be incapacitated, if not killed outright.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|400px|Flammenwerfer 41 flamethrower]]&lt;br /&gt;
[[File:MGS3FuryFlamethrower.jpg|thumb|none|600px|&amp;quot;Everyone calls me Ben for some reason, can't they see my name is Ned?&amp;quot;]]&lt;br /&gt;
[[File:MGS3FuryFlamethrowerTanks.jpg|thumb|none|600px|The flamethrower tanks on The Fury's back. The yellow flames are certainly not implying the kind of heat his weapon would generate; the jet should look like he is pumping out burning magnesium.]]&lt;br /&gt;
&lt;br /&gt;
==Lipstick Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kiss of Death&amp;quot; is based on a KGB-issue 4.5mm single-shot pistol disguised as lipstick, one example of which was captured in West Berlin at an American checkpoint during the Cold War. In Tatyana's first appearance during the Virtuous Mission, Volgin forcibly confiscates the kiss of death from her when he notices her reaching for it, thus resulting in them suspecting she was KGB, although Volgin gives it back to her anyway, thinking she'll prove useful. Tatyana is implied to be using one when she attempts to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. She later tries to use the real one from earlier against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it. &lt;br /&gt;
&lt;br /&gt;
There were originally going to be more espionage devices in ''Snake Eater'' besides the Kiss of Death, the chloroform-laced handkerchief, and the Cigarette Narcosis Gun (a disguised chemical dispenser that sprays knockout gas a short distance), but these plans were dropped after the Beltway Sniper shootings forced Kojima and his team to abandon going to the International Spy Museum to research more on spy devices used during the Cold War.&lt;br /&gt;
&lt;br /&gt;
[[Image:KissofDeath.jpg|thumb|none|400px|&amp;quot;Kiss of Death&amp;quot; KGB lipstick gun at the International Spy Museum - 4.5mm]]&lt;br /&gt;
[[File:MGS3KissofDeath.jpg|thumb|none|600px|Colonel Volgin inspects the Kiss of Death after taking it from Tatyana shortly after the Virtuous Mission fails.]]&lt;br /&gt;
&lt;br /&gt;
== MON-50 anti-personnel mine ==&lt;br /&gt;
&lt;br /&gt;
These camouflaged landmines are occasionally encountered in the jungle. They are triggered by Big Boss' proximity to their frontal arc rather than through a trip wire or command detonation through a wire as in the real life version. They can be found using a mine detector (which uses a sound beacon) or seen easily through Big Boss' thermal goggles (the latter being a gameplay mechanic inherited from previous games). The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk after they stole several copies from American stores. Several claymores are also placed in Bolshaya Past South to further deter intruders. As with their incarnation in MGS2, placing MON-50 mines while holding down the &amp;quot;fire&amp;quot; button will outline (in red laser light) the mine's trigger zone. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Although referred to as Claymores and explicitly mentioned to be American-made, the weapon bears a stronger resemblance to the MON-50 anti-personnel mine. Humorously, Sigint, when called about the weapon, alludes to the MON-50's development (it entered service the year after the game takes place) by mentioning that the Russians will soon develop &amp;quot;Claymoraski mines&amp;quot; since the Claymore's design is extremely easy to replicate.&lt;br /&gt;
&lt;br /&gt;
[[File:MON-50.jpg|thumb|none|250px|MON-50 anti-personnel mine]]&lt;br /&gt;
[[File:MGS3Claymore.jpg|thumb|none|600px|MON-50 in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
The [[M2 Flamethrower]] appears in the game and is used by several specially-suited GRU flame troopers on the Krasnogorje mountain in Tselinoyarsk. While unavailable to the player in the singleplayer portion of the game, it is available to as a pick-up weapon in the multiplayer mode, and has infinite ammunition there. Somewhat unrealistically, shooting the fuel tanks on the backs of the GRU flame troopers in singleplayer with a lethal weapon will immediately cause them to be engulfed in a ball of fire, although SIGINT implies in a radio conversation that they had their fuel tanks self destruct upon defeat in order to avoid capture. In addition, the same radio conversation also reveals that they had procured the flamethrowers from American forces for study purposes, and that the GRU flame troopers were most likely planning to use the flamethrowers specifically against Big Boss, implying that they were doing so under Volgin's orders because he wanted revenge against Big Boss for killing off three of the Cobra Unit members by that point (or if the player kills more soldiers, doing it on their own volition to avenge their comrades). &lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|250px|M2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==M28 Davy Crockett Weapon System==&lt;br /&gt;
&lt;br /&gt;
The M28 version of the [[Davy Crockett Weapon System]], a tactical nuclear recoilless gun, is a key plot device. Neither the launcher nor its ammunition are ever made available to the player.&lt;br /&gt;
&lt;br /&gt;
At the end of the Virtuous Mission, The Boss is seen with a launcher and one fictional (though not physically impossible; see below) high-yield warhead, and promptly gives them to Colonel Volgin as a &amp;quot;gift&amp;quot; for her &amp;quot;new hosts.&amp;quot; Volgin then uses it to destroy Nikolai Sokolov's OKB-754 research facility, by firing it in the most ill-advised manner possible. The resultant nuclear detonation triggers the events of Operation Snake Eater. The Boss later duplicates Volgin's feat by firing the second warhead (again, by hand, and even though she only had one warhead during the handover) to obliterate Groznyj Grad and Graniny Gorki. &lt;br /&gt;
&lt;br /&gt;
In reality, the launcher, the warhead and their cases would weigh somewhere in the region of {{convert|lbs|300}}, but both The Boss and Volgin are depicted in the game as being able to carry this entire load unassisted. The director's commentary for the game indicated that this was deliberate in order to showcase The Boss's physical strength. The real-life Davy Crockett's warheads were also fairly anemic for nuclear weapons, providing the explosive power of just 10-20 tons of TNT (in fact the warhead's primary damage mechanism would be radiological, from the ionising radiation and fallout), as higher-yield warheads would catch anyone firing the weapon in the blast radius given the weapon's limited range of 2 km for the M28 version and 4 km for the M29 version. The game handwaves the unrealistically massive destruction caused, by having SIGINT claim that the warheads used were experimental models with a higher yield than regular Davy Crockett warheads; this is not actually impossible, since the W54 warhead used by the Davy Crockett was also used by the Mk 54 Special Atomic Demolition Munition, which had a yield of up to one kiloton. The game also implies that the blast radius was at least three miles (or that the wind carried fallout that far), as Volgin's usage of the Davy Crockett in the Virtuous Mission was mentioned to have caused nuclear fallout at Rassvet potent enough that none of Volgin's forces could go there unprotected, when the briefing made clear that Tselinoyarsk was three miles west of the Sokolov Design Bureau. This is more than a little unlikely, since if the weapon had a vastly higher yield than normal while being the same size, there would be less highly radioactive unreacted material to scatter as fallout.&lt;br /&gt;
&lt;br /&gt;
Of more immediate concern is that launcher is shown launching warheads as if they are self-propelled, which Davy Crockett warheads are not: instead, a propelling charge about the size of a LAW rocket launcher has to be inserted into the barrel, followed by a &amp;quot;launching piston&amp;quot; which transfers the force of the explosive to the projectile. Without this charge, the nuke would not leave the barrel of the launcher. Though the warhead is only armed by firing, it requires the setting of a timer safety dial on the base of the round to actually function; no character is ever shown setting this, and unless the timer was set to at least one second the warhead would never arm. In addition, firing the launcher in reality required the use of a triggering device linked to a cable that unwound from the back of the loaded launcher, with the device having no actual trigger of its own.&lt;br /&gt;
&lt;br /&gt;
The real-life Davy Crockett was also inaccurate in testing and required the use of a spotting rifle to put its warheads on target, along with a tripod mount to offer a stable firing platform and the ability to precisely adjust the weapon's trajectory. Neither of these components are used by Volgin or The Boss. Though Volgin's case might be forgiven as an unlikely case of &amp;quot;point shooting&amp;quot; with the launcher tube and the fact that his target was visible to him, The Boss manages to place the warhead in the precise area necessary (via a ballistic, non-line-of-sight trajectory, no less!) to destroy both Graniny Gorki and Groznyj Grad, with no sign of having dialled in the correct trajectory beforehand (as that would require spotting shots and the tripod mount).&lt;br /&gt;
&lt;br /&gt;
[[File:Davy Crockett Nuke.jpg|thumb|none|400px|M-388 Davy Crockett nuclear projectile (W54 warhead) on M28 launcher - 120mm with 20mm spotting rifle. The version in the game has the 20mm spotting rifle (which had to use depleted uranium rounds to match the warhead's trajectory) misplaced and used as a carry handle.]]&lt;br /&gt;
[[File:MGS3Davy.jpg|thumb|none|600px|The two pieces of the Davy Crockett.]]&lt;br /&gt;
[[File:MGS3DavyWarhead.jpg|thumb|none|600px|The warhead. Oddly, despite it being repeatedly stated later on that The Boss stole ''two'' warheads and the second one being used, there is only one when the launcher is handed over.]]&lt;br /&gt;
[[File:MGS3DavyLanucher.jpg|thumb|none|600px|The launcher tube, minus the tripod mount needed to provide a stable firing platform.]]&lt;br /&gt;
[[File:MGS3DavyBlackblast.jpg|thumb|none|600px|The backblast from firing. It's a miracle that it didn't kill everyone on the chopper.]]&lt;br /&gt;
[[File:MGS3-DavyCrockett-Snake.jpg|thumb|none|600px|In ''Subsistance'''s Secret Theater short &amp;quot;The Ultimate Weapon&amp;quot;, The Boss loses a game of rock-paper-scissors to Snake and clearly takes it ''waaaay'' too hard.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
&lt;br /&gt;
Big Boss can find and attach TNT bundles on various surfaces (even on the backs of wandering enemies) for explosive detonation via radio trigger. They can also be used to demolish ammunition and food storage areas, causing guards to become hungry, slower to react, easier to knock out via CQC attacks, and to run out of ammunition faster. They can also be used to save some trouble later on by blowing up a Mil Mi-24 Hind A that was being parked at the Bolshaya Past base for maintenance.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3TNT.jpg|thumb|none|600px|The TNT in game.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia: Plausibility and Practicality of the Shagohod==&lt;br /&gt;
In real life, the Shagohod's Phase 2 as a concept would not be feasible at all, as firing a missile from a Shagohod-like launcher would have an utterly negligible impact on the overall velocity of the missile: starting from 300 miles per hour instead of 0 means very little when the weapon has to accelerate to around 14,000 miles per hour, and would certainly not save enough fuel to almost double the weapon's range. In addition, the guidance of ballistic missiles is inertial, based on a known starting location, and launching it at speed and at a non-vertical angle could not be done with the missile's existing guidance system.  Finally and most obviously, Shagohod is said to fire the SS-20 &amp;quot;Sabre&amp;quot; IRBM, a weapon that would not be deployed until 1976. SS-20 appears to have been used because the equivalent period missiles, SS-4 Sandal and SS-5 Skean, used gantry launchers rather than a launch tube and were liquid-fueled, and thus would probably look rather silly on the Shagohod.&lt;br /&gt;
&lt;br /&gt;
There are also several other problems to take into account for the Shagohod itself. Firstly, fundamentally the Shagohod would be detectable by satellites. The script ignores that all weapon systems have a logistical footprint, and the more high-tech, the bigger it is. A Shagohod would need specialised vehicles to fuel, maintain, tow and transport it, storage facilities for dangerous hypergolic rocket fuels, stockpiles of spare parts, workshops, support crew housing, communications to pass it targeting information, and so on. In addition, the vehicle needs a three-mile runway pointing roughly towards its target, and since it pulls itself with augers it would probably need either a special surface or to re-surface the runway every a vehicle made a launch run.&lt;br /&gt;
&lt;br /&gt;
In addition military vehicles cannot run 24/7; usually a significant percent of vehicles will not be available for operation at any given time because they are undergoing routine maintenance or being repaired. With something as complex and cutting-edge as the Shagohod having 25% of vehicles operational would be pretty impressive, which would mean multiple vehicles would be needed. Assuming this availability level, an operational Shagohod battery would probably consist of four or more likely five vehicles to ensure there was one ready-to-go when a launch order came. Needless to say, this would require an entire purpose-built complex that any idiot could find.  These extreme requirements would also preclude Volgin's plan to export the vehicle as a means of nuclear proliferation, since few client states would have the ability to maintain such a facility.&lt;br /&gt;
&lt;br /&gt;
Crew training would also be an issue; with a normal ballistic missile a launch drill can be run without ever opening the silo doors, but a drill run with a Shagohod would look exactly like a real launch to anyone observing. A satellite would be able to spot the rocket exhaust from the vehicle itself, and there would be no way of knowing if it was going to launch a warhead on this run or not unless the entire launch tube had been removed. &lt;br /&gt;
&lt;br /&gt;
Additionally, the US and Soviet Union in real life had systems exactly like what the Shagohod is meant to represent already, respectively  the Polaris and SS-N-5 SLBMs, which had been around since 1960 and 1963. Ballistic missile submarines do not need runways, can hide in about 70% of the Earth's surface and are much harder to detect. They fit into a role of nuclear deterrence called ''assured second strike'', the principle that even if the enemy manages a first strike, they will not be able to prevent a large-scale nuclear retaliation. Shagohod would only be dangerous if nobody knew what they were looking for, and would really only be good for one launch, ever, before it was relegated to the second strike role. &lt;br /&gt;
&lt;br /&gt;
The script also appears to be unaware that satellites and spyplanes were not the only system for detecting ICBM launches: the US had the RCA 474L Ballistic Missile Early Warning System (BMEWS), a network of 12 radar sites built from 1960-1964 and designed to provide a 15-25 minute warning of approaching missiles, more than enough time to order a counter-launch before impact. Moreover, the Soviets knew this, since data on the system had been leaked in 1961, so Volgin would probably have ended up cancelling the first-strike focused Shagohod himself.&lt;br /&gt;
&lt;br /&gt;
One possibly-intentional point of realism, though, is that the Shagohod's development (as a mobile land launch system) in 1964 ''is'' in line with period Soviet missile doctrine: the R-9 missile (one of two ICBMs identified as SS-8 Sasin) was originally intended to be a mobile system to thwart a first strike against Soviet silo complexes by NATO (though using wheeled launcher trucks instead of a hovercraft-thing): this was changed to a dual project developing silo-launched and mobile versions, but the mobile version never achieved the desired mobility and that part of the project was ultimately scrapped.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Blade_II&amp;diff=1492887</id>
		<title>Blade II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Blade_II&amp;diff=1492887"/>
		<updated>2022-03-27T14:51:47Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Beretta 92FS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = Blade II&lt;br /&gt;
|picture = Blade II movie.jpg&lt;br /&gt;
|caption = ''Movie Poster''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&amp;lt;BR&amp;gt;[[Image:GER.jpg|25px]] Germany&lt;br /&gt;
|director = Guillermo del Toro&lt;br /&gt;
|date= 2002&lt;br /&gt;
|language = English&lt;br /&gt;
|studio= Amen Ra Films&lt;br /&gt;
|distributor= New Line Cinema&lt;br /&gt;
|character1=Blade&lt;br /&gt;
|actor1=[[Wesley Snipes]]&lt;br /&gt;
|character2=Whistler&lt;br /&gt;
|actor2=[[Kris Kristofferson]]&lt;br /&gt;
|character3=Reinhardt&lt;br /&gt;
|actor3=[[Ron Perlman]]&lt;br /&gt;
|character4=Nyssa&lt;br /&gt;
|actor4=[[Leonor Varela]]&lt;br /&gt;
|character5=Scud&lt;br /&gt;
|actor5=[[Norman Reedus]]&lt;br /&gt;
|character6=Chupa&lt;br /&gt;
|actor6=[[Matt Schulze]]&lt;br /&gt;
|character7=Priest&lt;br /&gt;
|actor7=[[Tony Curran]]&lt;br /&gt;
|character8=Asad&lt;br /&gt;
|actor8=[[Danny John-Jules]]&lt;br /&gt;
|character9=Golem&lt;br /&gt;
|actor9=[[Marek Vašut]]&lt;br /&gt;
|character10=&lt;br /&gt;
|actor10=&lt;br /&gt;
}}&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;
=Pistols=&lt;br /&gt;
==Heckler &amp;amp; Koch USP Match (Modified)==&lt;br /&gt;
A new addition to the arsenal of Blade ([[Wesley Snipes]]) are a pair of customized [[Heckler &amp;amp; Koch USP Match]] pistols modified with laser sights, and a rail-like attachment.&lt;br /&gt;
[[Image:Blade2-2.jpg|thumb|350px|none|One of the [[Heckler &amp;amp; Koch USP Match]] pistols used by [[Wesley Snipes]] in the movie - 9x19mm]]&lt;br /&gt;
[[Image:B2usp.jpg|thumb|none|600px|Blade aims his H&amp;amp;K USP Match.]]&lt;br /&gt;
[[Image:Blade2_USP.jpg|thumb|600px|none|Blade firing his H&amp;amp;K USP Match pistols.]]&lt;br /&gt;
[[Image:B2usp4.jpg|thumb|none|601px|Blade sticks his USP Match in the mouth of a Reaper.]]&lt;br /&gt;
[[Image:Blade2_USP2.jpg|thumb|601px|none|Blade wielding his two USP Match pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS (Blade Modified)==&lt;br /&gt;
Reinhardt ([[Ron Perlman]]) uses two [[Beretta 92FS]] handguns heavily customized with huge blades at the bottom of the barrels, and laser sights as his sidearms. Whistler ([[Kris Kristofferson]]) also commandeers one of these weapons at the end of the film, and uses it to destroy a container filled with embryos at the research facility. &lt;br /&gt;
&lt;br /&gt;
NOTE: The base guns were recycled from ''[[Judge Dredd]]''. They still retain the same magazine butt-plate from that build.&lt;br /&gt;
[[Image:Blade2-1.jpg|thumb|350px|none|One of the heavily customized [[Beretta 92FS]] handguns used in the movie - 9x19mm]]&lt;br /&gt;
[[Image:Blade2_Beretta.jpg|thumb|600px|none|Reinhardt aims one of his heavily customized Beretta 92FS handguns.]]&lt;br /&gt;
[[Image:B292blade.jpg|thumb|none|601px|Reinhardt threatens Whistler with one of his heavily customized 92s.]]&lt;br /&gt;
[[Image:B2925.jpg|thumb|none|601px|Reinhardt holds his heavily customized Beretta 92FS.]]&lt;br /&gt;
[[Image:Blade2_Beretta2.jpg|thumb|602px|none|Whistler ([[Kris Kristofferson]]) aims one of Reinhardt's heavily customized Beretta 92FS handguns.]]&lt;br /&gt;
&lt;br /&gt;
'''The original design for this weapon, done by TyRuben Ellingson, found here:'''&lt;br /&gt;
&lt;br /&gt;
http://www.alieninsect.com/alinpages/bladegun.htm&lt;br /&gt;
&lt;br /&gt;
'''Seemed to be based more on a [[1911]]-style pistol than a Beretta.'''&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
Two of the vampires that Blade ([[Wesley Snipes]]) kills in the beginning of the film are armed with normal [[Beretta 92FS]] handguns.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:B292.jpg|thumb|none|600px|A Vampire with his Beretta 92FS sitting nearby.]]&lt;br /&gt;
[[Image:Blade2_Beretta3.jpg|thumb|600px|none|Two vampires draw their Beretta 92FS handguns.]]&lt;br /&gt;
[[Image:B2 verlaine pistol 1.jpg|thumb|600px|none|Verlaine ([[Marit Velle Kile]])  appears to also have a silver Beretta 92FS, though it is only seen out of focus when the Blood Pack draw their pistols on Blade.]]&lt;br /&gt;
[[Image:B2 verlaine pistol 2.jpg|thumb|600px|none|Judging from the shininess, Verlaine's Beretta appears to be chromed or nickel-plated rather than an Inox model.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark VII==&lt;br /&gt;
Chupa ([[Matt Schulze]]) carries a two toned [[Desert Eagle Mark VII]] as his sidearm. Scud ([[Norman Reedus]]) also wields two Desert Eagles outside of the nightclub.&lt;br /&gt;
[[Image:DesertEagle357Black.jpg|thumb|none|300px|Desert Eagle MK VII - .357 Magnum.]]&lt;br /&gt;
[[Image:Blade2_guns.jpg|thumb|none|600px|From left to right: A [[H&amp;amp;K Mk 23 Mod 0]], [[Colt Double Eagle]], and a [[Desert Eagle Mark VII]].]]&lt;br /&gt;
[[Image:B2deserteagle.jpg|thumb|none|600px|Chupa pulls his Desert Eagle on Blade.]]&lt;br /&gt;
[[Image:B2deserteagle2.jpg|thumb|none|600px|Scud readies his Desert Eagles.]]&lt;br /&gt;
[[Image:B2deserteagle4.jpg|thumb|none|600px|Scud shoots a Reaper.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Double Eagle==&lt;br /&gt;
Priest ([[Tony Curran]]) carries a [[Colt Double Eagle]] as his sidearm.&lt;br /&gt;
[[Image:Colt_DoubleEagle.jpg|thumb|none|300px|Colt Double Eagle - .45 ACP]]&lt;br /&gt;
[[Image:Blade2_guns.jpg|thumb|none|600px|From left to right: A [[H&amp;amp;K Mk 23 Mod 0]], [[Colt Double Eagle]], and a [[Desert Eagle Mark VII]].]]&lt;br /&gt;
[[Image:B2doubleeagle3.jpg|thumb|none|600px|Priest pulls his Double Eagle on a Reaper.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mk 23 Mod 0==&lt;br /&gt;
Lighthammer ([[Daz Crawford]]) carries a [[H&amp;amp;K Mk 23 Mod 0]] as his sidearm.&lt;br /&gt;
[[Image:Mk23.jpg|thumb|none|300px|H&amp;amp;K Mk 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:Blade2_guns.jpg|thumb|none|600px|From left to right: A [[H&amp;amp;K Mk 23 Mod 0]], [[Colt Double Eagle]], and a [[Desert Eagle Mark VII]].]]&lt;br /&gt;
[[Image:B2mk23.jpg|thumb|none|600px|Lighthammer draws his Mk 23 to drive off an attacking Reaper.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
In the beginning of the film, a blood bank security guard shoots Jared Nomak ([[Luke Goss]]) in the back several times with a [[Glock 17]].&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|Glock 17 2nd Generation - 9x19mm]]&lt;br /&gt;
[[Image:Blade2_glock.jpg|thumb|none|600px|A blood bank security guard fires a Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
In the beginning of the film, Blade ([[Wesley Snipes]]) uses a heavily modified [[MAC-10]] with 16-round magazines to dispatch several vampires.&lt;br /&gt;
[[Image:Blade2-8-1-.jpg|thumb|450px|none|The heavily modified MAC-10 used in the film.]]&lt;br /&gt;
[[Image:B2m102.jpg|thumb|601px|none|Blade shoots vampires on the run.]]&lt;br /&gt;
[[Image:B2m105.jpg|thumb|none|601px|Blade chases down Rush.]]&lt;br /&gt;
[[Image:B2m108.jpg|thumb|none|600px|Blade holds his MAC-10 on Rush.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-11 ==&lt;br /&gt;
Blade ([[Wesley Snipes]]) is seen briefly wielding the modified [[MAC-11]] from [[Blade|the previous film]] in a flashback.&lt;br /&gt;
[[image:Blade mac11.jpg|thumb|450px|none|Blade's MAC-11 from the first film - .380 ACP]]&lt;br /&gt;
[[Image:B2m109.jpg|thumb|none|600px|Blade gives Whistler the MAC-11 in a flashback.]]&lt;br /&gt;
[[Image:B2m1010.jpg|thumb|none|600px|Blade waits, holding his MAC-11.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5K (mocked up as MP5K-PDW) ==&lt;br /&gt;
Verlaine ([[Marit Velle Kile]]) is armed with a [[Heckler &amp;amp; Koch MP5K]]. Whistler ([[Kris Kristofferson]]) is also seen wielding an MP5K, notably while in the sewers. The weapons are fitted with attached tactical lights. Most of the guns appear to be fitted with extended barrels and PDW stocks to resemble [[MP5K-PDW]]s.&lt;br /&gt;
[[Image:MP5K-PDWEarly.jpg‎|thumb|none|450px|MP5K with the PDW-style folding stock attached, commonly used in films to emulate the PDW - 9x19mm. The real MP5K-PDW is distinctive in having the longer barrel and the newer trigger group.]]&lt;br /&gt;
[[Image:B2uvmp5.jpg|thumb|none|600px|Whistler shows off the UV filters on his Surefire 660 old model weaponlight attached to his MP5. Note this gun has the older S-E-F lower trigger pack, which is incorrect on the authentic PDW (which has a Navy lower), which means that this is a built-up gun.]]&lt;br /&gt;
[[Image:Blade2_MP5.jpg|thumb|none|600px|Verlaine is armed with a H&amp;amp;K MP5K-PDW. Her gun likewise has the older S-E-F lower.]]&lt;br /&gt;
[[Image:MP5K-PDW.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K-PDW - 9x19mm]]&lt;br /&gt;
[[Image:B2pdw3.jpg|thumb|none|600px|Whistler emerges from the sewers, MP5K in hand. Note that his weapon does not have the S-E-F trigger group, indicating it might be an authentic PDW.]]&lt;br /&gt;
&lt;br /&gt;
== SA Vz.61 Skorpion ==&lt;br /&gt;
Nyssa ([[Leonor Varela]]) can be seen wielding two [[Sa. Vz.61 Skorpion]]s fitted with weaponlights.&lt;br /&gt;
[[Image:CZ_Vz.61.jpg|thumb|300px|none|SA Vz. 61 Skorpion - .32 ACP (7.65x17mm)]]&lt;br /&gt;
[[Image:B2skorpion2.jpg|thumb|none|600px|Nyssa fires her Skorpions into the water.]]&lt;br /&gt;
[[Image:Blade2_Scorpion.jpg|thumb|600px|none|Nyssa with her twin [[Skorpion SA]]s in the sewers.]]&lt;br /&gt;
[[Image:B2skorpionreload.jpg|thumb|none|600px|Nyssa reloads her Skorpions.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The familiar guards who are not armed with the [[Heckler &amp;amp; Koch G36K]] are armed with the [[FN P90]].&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|450px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:Blade2_P90.jpg|thumb|none|600px|Several guards armed with [[H&amp;amp;K G36#Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36K]]s and one armed with an FN P90.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
== Heckler &amp;amp; Koch G36K ==&lt;br /&gt;
Many of Damaskino's familiar guards at the research facility at the end of the film are armed with [[H&amp;amp;K G36#Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36K]]s.&lt;br /&gt;
[[Image:H&amp;amp;K-G36K.jpg‎|thumb|450px|none|Heckler &amp;amp; Koch G36K - 5.56x45mm]]&lt;br /&gt;
[[Image:Blade2_G36.jpg|thumb|600px|none|A familiar guard armed with a Heckler &amp;amp; Koch G36K and another with an [[FN P90]].]]&lt;br /&gt;
[[Image:B2g36k2.jpg|thumb|none|600px|A familiar guard watches over Blade and Whistler.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
Chupa ([[Matt Schulze]]) is armed with an [[M16A2]] assault rifle fitted with a Surefire (Laser Products) 660 tactical flashlight. It is first seen fitted with two MWG 90-round magazines coupled together, while they are in the night club, and then with a standard 30 round magazine when they are in the sewers.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:B2ARmwgmags2.jpg|thumb|none|600px|Chupa looks around the night club, M16A2 in hand.]]&lt;br /&gt;
[[Image:B2mwgmags7.jpg|thumb|none|600px|Chupa with his M16A2 in the night club.]]&lt;br /&gt;
[[Image:B2mwgmags4.jpg|thumb|600px|none|''&amp;quot;Say 'Cheese'!&amp;quot;'']]&lt;br /&gt;
[[Image:Blade2_M16_2.jpg|thumb|600px|none|Chupa armed with his M16A2 in the sewers.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 727 ==&lt;br /&gt;
Asad's ([[Danny John-Jules]]) weapon is an [[Colt Model 727]] fitted with an [[M203 grenade launcher]]. &lt;br /&gt;
[[Image:Coltm727ima.jpg|thumb|none|450px|Colt Model 727 - 5.56x45mm]]&lt;br /&gt;
[[Image:B2assad2.jpg|thumb|none|600px|Asad in the Night club with his M727.]]&lt;br /&gt;
[[Image:Blade2_M4.jpg|thumb|none|600px|Asad with his M727.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
While outside of the nightclub, Whistler ([[Kris Kristofferson]]) can be seen armed with a [[Heckler &amp;amp; Koch PSG-1]] sniper rifle on a nearby roof.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:B2psg12.jpg|thumb|none|600px|Whistler watches Blade and the Bloodpack enter the House of Pain.]]&lt;br /&gt;
[[Image:B2psg13.jpg|thumb|none|600px|View through the PSG-1.]]&lt;br /&gt;
[[Image:Blade2_Psg.jpg|thumb|none|600px|Whistler with a Heckler &amp;amp; Koch PSG-1.]]&lt;br /&gt;
[[Image:B2psg15.jpg|thumb|none|600px|Whistler's PSG-1 sits abandoned on the rooftop.]]&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15 Sporter II Lightweight==&lt;br /&gt;
Whistler ([[Kris Kristofferson]]) also wields a [[Colt AR-15 Sporter Carbine|Colt Sporter II Lightweight]] fitted with a fixed A2-style buttstock, a Mark AR 3-9x40mm scope and Surefire M500AB tactical flashlight on the fore-grip (which appears to be the thicker version generally seen on [[M4 Carbine]]s) when they first meet the Bloodpack. Asad is seen briefly wielding the carbine.&lt;br /&gt;
[[Image:AR15_Sporter_carbine_solid.jpg|thumb|none|500px|Colt Sporter II Carbine with 30 round magazine and fixed stock - 5.56x45mm]]&lt;br /&gt;
[[Image:Blade2_M4-2.jpg|thumb|none|600px|Closeup of Whistler's AR-15. Note the Sporter-style 'slabside' lower receiver without mag fencing.]]&lt;br /&gt;
[[Image:B2whilstlerAR7.jpg|thumb|none|600px|Asad ([[Danny John-Jules]]) armed with Whistler's AR-15.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Remington 870 Marine Magnum==&lt;br /&gt;
Reinhardt ([[Ron Perlman]]) uses a [[Remington 870|Remington 870 Marine Magnum]] shotgun fitted with a TacStar pistol grip, and modified to fire silver stakes as well as regular ammunition as his weapon.&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|500px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:Blade2_Remington.jpg|thumb|none|600px|Reinhardt with his modified Remington 870 Marine Magnum.]]&lt;br /&gt;
[[Image:B28705.jpg|thumb|none|600px|Reinhardt with his modified Remington 870.]]&lt;br /&gt;
[[Image:B28708.jpg|thumb|none|601px|Reinhardt places his modified Remington 870 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
== M203 Grenade Launcher ==&lt;br /&gt;
A [[M203 grenade launcher]] is mounted on Asad's ([[Danny John-Jules]]) [[Colt Model 727]].&lt;br /&gt;
[[Image:M203.jpg|thumb|none|450px|M203 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Blade2_M4.jpg|thumb|none|600px|A M203 grenade launcher is mounted on Asad's [[Colt Model 727]].]]&lt;br /&gt;
&lt;br /&gt;
=Armories=&lt;br /&gt;
===Scud &amp;amp; Blade's Armory===&lt;br /&gt;
&lt;br /&gt;
[[Image:Bgunlocker2.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:B2striker.jpg|thumb|none|600px|What may be [[Armsel Striker]]s.]]&lt;br /&gt;
[[Image:B2maxim.jpg|thumb|none|600px|A [[Schwarzlose Machine Gun Model 07/12]] in the background.]]&lt;br /&gt;
&lt;br /&gt;
===Familiar Armory===&lt;br /&gt;
&lt;br /&gt;
[[Image:B2Armory2.jpg|thumb|none|600px|[[Steyr AUG]]s, [[SIG SG 550]]s, and [[FN P90]]s are present in the Familiar's Armory at Damaskino's Lair.]]&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
&lt;br /&gt;
The Electro Shock rods used by the Familiar guards appear to be ASP batons.&lt;br /&gt;
&lt;br /&gt;
[[Image:B2asprod2.jpg|thumb|none|600px|ASP type rods.]]&lt;br /&gt;
&lt;br /&gt;
{{Blade}}&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:German Produced/Filmed]]&lt;br /&gt;
[[Category:Guillermo del Toro]]&lt;br /&gt;
[[Category:Based on Marvel Comics]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:B2_verlaine_pistol_2.jpg&amp;diff=1492885</id>
		<title>File:B2 verlaine pistol 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:B2_verlaine_pistol_2.jpg&amp;diff=1492885"/>
		<updated>2022-03-27T14:45:52Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:B2_verlaine_pistol_1.jpg&amp;diff=1492884</id>
		<title>File:B2 verlaine pistol 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:B2_verlaine_pistol_1.jpg&amp;diff=1492884"/>
		<updated>2022-03-27T14:45:40Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_6&amp;diff=1479392</id>
		<title>Resident Evil 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_6&amp;diff=1479392"/>
		<updated>2022-01-25T18:45:26Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Taurus PT909 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Resident-Evil-6.jpg|thumb|right|300px|''Resident Evil 6'' (2012)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 6''''' (known as ''Biohazard 6'' in Japan) is the eight numbered installment (counting ''Resident Evil Zero'' and ''Code Veronica'') in the ''[[Resident Evil (disambiguation)|Resident Evil]]'' video game series. Developed and published by Capcom, it was released in 2012 for the PlayStation 3 and Xbox 360. It was later released on  Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
The game features four separate story campaigns within an interconnected overearching narrative, starring new and returning characters Leon S. Kennedy, Chris Redfield, Jake Muller, and Ada Wong respectively. All four campaigns can be played in co-op.&lt;br /&gt;
* Leon's story has the player take control of US Secret Service agents Leon S. Kennedy and Helena Harper, who are caught in a new C-virus zombie outbreak in the US city of Tall Oaks, which zombified US president Adam Benford. Leon and Helena must escape from Tall Oaks alive and track down the perpetrators of the zombie outbreak.&lt;br /&gt;
* Chris's story has the player take control of Bioterrorism Security Assessment Alliance (BSAA) operatives Chris Redfield and Piers Nevans, the sole survivors of a disastrous operation to contain a C-Virus B.O.W. attack in the war-torn Eastern European country of Edonia. Chris goes into a self-imposed exile over his failures, and is called back into action by Piers to deal with a new B.O.W. attack in the Chinese city of Lanshiang (a fictional city largely based on Hong Kong).&lt;br /&gt;
* Jake's story follows mercenary Jake Muller (son of Albert Wesker) and US government agent Sherry Birkin (daughter of William Birkin). Sherry is sent on a mission to Edonia to find and extract Jake, whose blood contains antibodies that could become a C-Virus cure. However, they find themselves being pursued by a giant B.O.W. named Ustanak, and the two are forced to work together to escape from Edonia and defeat Ustanak.&lt;br /&gt;
* Ada's story chronicles secret spy Ada Wong's actions across the entire narrative. When playing in co-op, a featureless character known as &amp;quot;Agent&amp;quot; takes the role of Ada's partner, who has no interactions with the story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
'''WARNING: MINOR SPOILERS'''&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 6'' ditches the store and money system found in ''4'' and ''5''. Weapons are exclusively found inside levels, and cannot be upgraded, bought, or sold (missing a chapter's weapon will result it being given to the player at the end of the chapter). Instead of money, &amp;quot;points&amp;quot; can be collected from map drops and enemy drops, which are used to upgrade the player's abilities in-between chapters. Ammo management is simplified in practice, as each of the weapon in the player characters' complete arsenals will have their own ammo type.&lt;br /&gt;
&lt;br /&gt;
Gameplay in ''Resident Evil 6'' involves a mix of tropes from third-person shooters, hack-and-slash games, and light survival horror. There are dedicated keys for dodge, roll, quick melee, and quick fire, of which the latter two consume stamina to use. The contextual melee actions found in ''4'' and ''5'' have been expanded, and players can now even parry enemy moves. Certain weapons have alternate firing modes, which can be toggled with its own key when aiming. There is also a cover mechanic, and a good number of enemies use guns.&lt;br /&gt;
&lt;br /&gt;
Like ''4'' and ''5'', almost every non-scoped weapon is equipped with a laser sight, which is used to assist aiming. The color of the laser sight defaults to red, and can be changed in options. The aiming reticule can also change between crosshair + laser dot or no crosshair + full solid laser.&lt;br /&gt;
&lt;br /&gt;
As a final note, in co-op mode, both players can pick up a copy of the weapons placed in the levels, so weapons are not restricted to the first player who picks them up. Item drops in co-op mode are also independent for each player.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==&amp;quot;Wing Shooter&amp;quot;==&lt;br /&gt;
The &amp;quot;Wing Shooter&amp;quot; is Leon's handgun. It is primarily based on the [[Heckler &amp;amp; Koch VP70|H&amp;amp;K VP70]] with elements of the [[Walther P5]], but longer than both, with the magazine release of a [[Walther P99QA]]. Leon carries two Wing Shooters, and can toggle dual-wielding by using the firing mode key. When quick firing while dual wielding, Leon will alternate firing each weapon left and right for four shots before firing both guns on the final shot. The Wing Shooter has a magazine capacity of 18 rounds, and has an underbarrel laser sight.&lt;br /&gt;
&lt;br /&gt;
The Wing Shooter appears to be one of the main weapons issued to Secret Service agents at Tall Oaks. One can be found on the floor beside a deceased agent towards the beginning of Leon's first chapter.&lt;br /&gt;
&lt;br /&gt;
As an interesting bit of trivia, in the first scene of Leon's campaign, where he is forced to kill his old friend, US President Adam Benford, Leon can be heard &amp;quot;staging&amp;quot; the trigger. [https://youtu.be/j7GYLI00m3Y?t=8m This is a feature of the real VP70], where the user can partially pull back the trigger without firing, and then immediately fire by applying a bit more force to the pull, like a double-action revolver.&lt;br /&gt;
&lt;br /&gt;
[[File:VP70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70Z - 9x19mm]]&lt;br /&gt;
[[File:RE6 Wing Shooter 1.jpg|thumb|none|600px|Leon holds his Wing Shooter in the Tall Oaks university. Today's useless trivia: while this pistol stance is normal for every other third-person shooter out there, it's pretty unusual for the ''Resident Evil'' series, whose standard pistol stance involves holding the gun right next to your head and pointing the barrel straight up.]]&lt;br /&gt;
[[File:RE6 Wing Shooter 2.jpg|thumb|none|600px|Leon aims the pistol at a C-Virus zombie. Single-wielding is slightly more accurate than dual-wielding.]]&lt;br /&gt;
[[File:RE6 Wing Shooter 3.jpg|thumb|none|600px|Reloading the single Wing Shooter.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 1.jpg|thumb|none|600px|Leon dual-wields his Wing Shooters as he enters the Tall Oaks sewers.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 2.jpg|thumb|none|600px|Aiming the Wing Shooters in a supine position; the player characters will assume this position after they perform a roll or a dive.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 3.jpg|thumb|none|600px|Reloading the dual pistols; Leon gives the guns a twirl and throws out the old mags...]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 4.jpg|thumb|none|600px|...and inserts both of the new ones.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Quick Shot 1.jpg|thumb|none|600px|Leon quick fires his pistols while dual-wielding.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Quick Shot 2.jpg|thumb|none|600px|After four shots alternating between the left and right pistols, Leon finishes the quick fire combo by firing both of his pistols at once.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene.jpg|thumb|none|600px|Leon aims his Wing Shooter at the zombified President. Later in this scene, the cutscene cuts to a close up of Leon's trigger finger, and an audible click is heard, but Leon doesn't actually fire the gun until a few seconds later, evidence he has staged the trigger.]]&lt;br /&gt;
[[File:Re6dualvp70.jpg|thumb|none|600px|Leon dual-welds his Wing Shooters in Lanshiang.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene Reload 1.jpg|thumb|none|600px|A cutscene during the prologue (an ''in medias res'' segment chronologically set near the end of Leon &amp;amp; Helena's campaign) shows Leon taking a magazine off of the chest rig of a dead BSAA operative to reload his Wing Shooter.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene Reload 2.jpg|thumb|none|600px|Leon racks the slide on his Wing Shooter.]]&lt;br /&gt;
[[Image:Wingshooter.jpg|thumb|none|600px|The &amp;quot;Wing Shooter&amp;quot;'s raw model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M9-A1==&lt;br /&gt;
Helena's primary sidearm is the &amp;quot;Picador&amp;quot; (named after the lancers in traditional Spanish bullfighting), which appears to be a [[Steyr M9]]. Ada Wong is also briefly seen with one in the opening cutscene of her campaign, however she never uses it in-game. The Imposter Ada also wields one in her brief tag-along section in Chris' campaign. Oddly, it also appears in Chris' holster in his Edonia uniform, even though his pistol is a 909. Several Picadors can be found in the Gun Shop in the first chapter of Leon's story, though aside from Helena's none can be used.&lt;br /&gt;
&lt;br /&gt;
The Picador has a 16-round magazine and is amongst the most powerful in the game, prompting many gamers on the PC to use her Mercenaries loadout via inventory managers.&lt;br /&gt;
[[File:SteyrM9A1.jpg|thumb|none|400px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[File:RE6 Picador 1.jpg|thumb|none|600px|Helena runs with the Picador. Note the left-handed view; the partners (and Jake) default to this left-handed view, though the game allows the player to swap between left and right at the press of a button. Also note the holster on her right thigh, which carries the Picador when Helena has any other weapon active.]]&lt;br /&gt;
[[File:RE6 Picador 2.jpg|thumb|none|600px|Helena and Leon aims at a small group of zombies.]]&lt;br /&gt;
[[File:RE6 Picador 3.jpg|thumb|none|600px|Reloading the Picador left-handed; the exact same animation mirrored is played when the player is using right-handed view.]]&lt;br /&gt;
[[File:RE6 Picador Cutscene 1.jpg|thumb|none|600px|Helena aims her M9-A1.]]&lt;br /&gt;
[[File:RE6 Picador Cutscene 2.jpg|thumb|none|600px|Another shot of Helena aiming her M9-A1 at the now-zombified President of the United States.]]&lt;br /&gt;
[[File:RE6 Picador Ada Cutscene 1.jpg|thumb|none|600px|Ada Wong in the opening cutscene of her campaign. Note the Picador in her side holster.]]&lt;br /&gt;
[[File:RE6 Picador Ada Cutscene 2.jpg|thumb|none|600px|A close-up shot, showing the Picador (and Ada's flip-up-PDA-cube) in more detail.]]&lt;br /&gt;
[[File:RE6 Chris Double Pistols.jpg|thumb|none|600px|Chris carries a Picador in a holster in addition to his 909 pistol.]]&lt;br /&gt;
[[File:RE6 Blue Ada Picador.jpg|thumb|none|600px|Imposter Ada carries the Picador.]]&lt;br /&gt;
[[File:Re6g17c.jpg|thumb|none|600px|The raw model of the Picador.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT909==&lt;br /&gt;
Chris Redfield, Jake Muller, and &amp;quot;Agent&amp;quot; carry the [[Taurus PT909]] as their starting gun, which is called &amp;quot;Nine-Oh-Nine&amp;quot; in-game. It has a 15-round magazine. Some appear in the hands of Tall Oaks survivors in the early parts of Leon's campaign.&lt;br /&gt;
[[File:TaurusPT909.jpg|thumb|none|400px|Taurus PT909 - 9x19mm]]&lt;br /&gt;
[[File:RE6 909 Draw.jpg|thumb|none|600px|Drawing the 909, showing the inventory icon of the 909 and also its draw animation, where Jake checks the chamber on the pistol. The pistol draw animation is used for all the pistols.]]&lt;br /&gt;
[[File:RE6 909 Aim.jpg|thumb|none|600px|Aiming the 909.]]&lt;br /&gt;
[[File:RE6 909 Reload.jpg|thumb|none|600px|Reloading the pistol after firing off a few shots. Also note that just like Helena, Jake has a holster on his right thigh for the 909, and so does Chris.]]&lt;br /&gt;
[[File:RE6 909 1.jpg|thumb|none|600px|Holding the pistol in cover.]]&lt;br /&gt;
[[File:RE6 909 2.jpg|thumb|none|600px|Reloading the pistol after emptying it on the nearst J'avo; note that the slide has locked back.]]&lt;br /&gt;
[[File:RE6 909 Cutscene.jpg|thumb|none|600px|Jake aims his Taurus PT909 at the Ustanak.]]&lt;br /&gt;
[[File:Pistolhelena.jpg|thumb|none|600px|Raw model of the 909. Here one can see several small differences to an actual PT909. The slide is slightly longer with the side bulges tapering down, resembling the muzzle end of a [[Taurus PT92|PT92]]. Slide serrations are different, with fewer in the rear and additional ones at the front. The slide release is also different in design, bearing a resemblance to the [[USP]]'s slide release.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Triple Shot&amp;quot; ==&lt;br /&gt;
Sherry's primary sidearm is called the &amp;quot;Triple Shot&amp;quot;. It appears to mostly be a Frankenstein gun, combining elements of the [[SIG-Sauer P220 Sport]] and [[Beretta 93R]]. It has a red dot sight above the slide and a select-fire mode, allowing the player to alternate between single shots and three-round bursts.  As with the previous game's 93R's burst fire, the full three-round burst is fired only when the trigger is held down. A careful trigger finger can allow for single shots or 2-shot bursts.&lt;br /&gt;
&lt;br /&gt;
Unlike all the other pistols, the &amp;quot;Triple Shot&amp;quot; has no visible laser sight on its model. Using the solid laser aiming mode shows the laser being enamated from the red dot sight instead. &lt;br /&gt;
[[File:SigP220Sport.jpg|thumb|none|400px|SIG-Sauer P220 Sport - .45 ACP]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:ReSherryCg.jpg|thumb|none|300px|Promotional image of Sherry with her &amp;quot;Triple Shot&amp;quot; pistol.]]&lt;br /&gt;
[[File:RE6 Triple Shot 1.jpg|thumb|none|600px|Sherry aims her Triple Shot at several attacking J'avos. Continuing with the &amp;quot;intelligent non-zombie zombie-like enemies&amp;quot; pattern set since RE4, the J'avo have human intelligence and use guns all the time.]]&lt;br /&gt;
[[File:RE6 Triple Shot 2.jpg|thumb|none|600px|Sherry reloads her pistol.]]&lt;br /&gt;
[[File:RE6 Triple Shot 3.jpg|thumb|none|600px|The pistol's slide locks back on empty.]]&lt;br /&gt;
[[File:RE6 Triple Shot Chase.jpg|thumb|none|600px|Sherry aims her pistol at a group of pursuing J'avos in a later chapter. In this chase sequence, the Triple Shot has infinite ammo and doesn't need to be reloaded.]]&lt;br /&gt;
[[File:RE6 Triple Shot Cutscene.jpg|thumb|none|600px|Sherry aims her Triple Shot pistol in a cutscene.]]&lt;br /&gt;
[[File:Trip.jpg|thumb|none|600px|Model of the &amp;quot;Triple Shot.&amp;quot; The straight grip and the shape of the safety switch and beavertail also imply a 1911-based inspiration.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
Returning yet again as the &amp;quot;Lightning Hawk&amp;quot;, it is based on the same custom Desert Eagle with wood grips that appears in previous games, altough this time it has some fictional design aspects like a slide bulging at the bottom, the barrel having a squared end and the accessory rail has been replaced with compensator cuts. It appears in Chapter 4 of Leon's campaign in the cockpit of the plane. Holds 7 rounds, and uses .50 AE magnum ammo (distinct from the &amp;quot;Elephant Killer's&amp;quot; .500 S&amp;amp;W magnum ammo). As in ''Resident Evil 5'' the weapon's hammer remains cocked with each shot, unlike most games, which feature the magnum firing in double-action only mode.&lt;br /&gt;
[[File:Tm-gbb-bio2desv.jpg|thumb|none|400px|Tokyo Marui airsoft replica of the Desert Eagle from ''[[Resident Evil 2]]''.]]&lt;br /&gt;
[[File:RE6 Deagle 1.jpg|thumb|600px|none|Leon holds his Desert Eagle, which he just acquired from the dead body in the background. Note that his costume has changed; all the player characters (sans Ada and &amp;quot;Agent&amp;quot;) get new costumes when they arrive at Lanshiang. In this costume, Leon's two holsters for his two Wing Shooters can be visibly seen.]]&lt;br /&gt;
[[File:RE6 Deagle 2.jpg|thumb|600px|none|Leon aims his Deagle on the shaky plane. Note the cocked hammer.]]&lt;br /&gt;
[[File:RE6 Deagle 3.jpg|thumb|600px|none|The recoil is just as high as ever.]]&lt;br /&gt;
[[File:RE6 Deagle 4.jpg|thumb|600px|none|Leon reloads the Lightning Hawk.]]&lt;br /&gt;
[[Image:119014-full.jpeg|thumb|600px|none|The Lightning Hawk's raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Elephant Killer&amp;quot;==&lt;br /&gt;
The Elephant Killer is a Magnum found in Jake &amp;amp; Sherry's campaign, and is loosely based on the [[Smith &amp;amp; Wesson Model 500]]. It is depicted as being a top-break revolver, as opposed to swing-out like the real M500. It does, however, feature the correct five round capacity of the real M500. For the first time in the series, the revolver is chambered in its correct ammunition, .500 S&amp;amp;W, rather than the generic magnum ammo from RE5 and the misnamed .5 caliber ammo from RE4. Zombified soldiers can also sometimes be seen with the Elephant Killer.&lt;br /&gt;
&lt;br /&gt;
The Elephant Killer has no laser sight on its model. Using the solid laser aiming mode shows the laser originating from the barrel itself.&lt;br /&gt;
[[File:S&amp;amp;W500.jpg |thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE6 Elephant Killer 1.jpg|thumb|none|600px|Jake takes cover on a wall to force the camera to give the Elephant Killer a close up shot. The right side of the revolver is engraved with the words &amp;quot;Elephant Killer&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 2.jpg|thumb|none|600px|The left side is marked with &amp;quot;50 mag Special&amp;quot; instead.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 3.jpg|thumb|none|600px|Jake takes aim at the charging Ustanak. Note the laser coming out of the barrel.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 4.jpg|thumb|none|600px|Jake reloads the Elephant Killer. He ejects all five rounds, then loads in new rounds two at a time, refilling the cylinder in three moves. Interestingly, the reload works like a shotgun reload, in that the looping round-loading cycle increments the ammo count by two every time it plays, and it is possible to cancel the reload animation after reloading just a few rounds (the reload will also be shortened if the player does not have enough active and reserve ammo to make a full reload). Unlike the shotguns however, the reload shows the full three-motion-five-round animation as long as there are at least 5 rounds between the active and reserve ammo pools, even if the player's gun is gameplay-wise fully reloaded after the first one or two round loading motions (the additional loading motions will do nothing on a gameplay level); this is presumably for the sake of animation consistency, to show the emptied cylinder being fully refilled.]]&lt;br /&gt;
[[File:Re6_M500.jpg|thumb|none|600px|Jake and Sherry use the Elephant Killer to finish off the final boss of their campaign.]]&lt;br /&gt;
[[File:RE6Elephant killer.jpg|thumb|none|600px|Elephant Killer model.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
Instead of a pistol, Piers carries a submachine gun largely based on the [[Heckler &amp;amp; Koch UMP9]] as one of his two starting weapons (alongside the &amp;quot;Anti-Materiel Rifle&amp;quot;). The UMP9 is fitted with extended side rails and an upper rail, and is designated in-game as &amp;quot;MP-AF&amp;quot;, short for &amp;quot;Machine Pistol-Accurate Fire&amp;quot;. Its fire mode can be toggled between single shot and full auto. Holds 30 rounds and uses 9mm rounds. &lt;br /&gt;
[[File:Hk ump9.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:RE6 MPAF 1.jpg|thumb|none|600px|Piers listens to a mission briefing while holding his UMP9. Note the laser sight and the red dot sight.]]&lt;br /&gt;
[[File:RE6 MPAF 2.jpg|thumb|none|600px|Piers aims at a J'avo in cover.]]&lt;br /&gt;
[[File:RE6 MPAF 3.jpg|thumb|none|600px|Switching the fire mode; interestingly, the process is animated, though the selector on the weapon model does not move. More hilariously, Sherry also performs this animation when she switches the firing modes on her &amp;quot;Triple Shot&amp;quot;, as if there is a massive, invisible selector switch on the side of her pistol.]]&lt;br /&gt;
[[File:RE6 MPAF 4.jpg|thumb|none|600px|Reloading; Piers replaces the magazines, then flips the gun over to rack the charging handle.]]&lt;br /&gt;
[[File:Re6mp5.jpg|thumb|none|600px|Piers advances with his UMP9 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger MP9==&lt;br /&gt;
Some enemies are armed with guns mainly based on the [[Ruger MP9]], with elements of the [[Cobray M11/9]]. Ada Wong starts with this weapon in her campaign, along with her crossbow. Called the &amp;quot;Ammo Box 50&amp;quot; in game, it holds 50 rounds per magazine.&lt;br /&gt;
[[File:RugerMP9smg.jpg|thumb|none|400px|Ruger MP9 (with stock folded) - 9x19mm]]&lt;br /&gt;
[[File:M11 2.jpg|thumb|none|400px|Cobray M11/9 - 9x19mm]]&lt;br /&gt;
[[File:RE6 AB50 Idle.jpg|thumb|none|600px|Ada's idle animation with the &amp;quot;Ammo Box 50&amp;quot;.]]&lt;br /&gt;
[[File:RE6 AB50 Aim.jpg|thumb|none|600px|Ada's aims at a J'avo also armed with the &amp;quot;Ammo Box 50&amp;quot;. Much like in ''[[Resident Evil 4]]'', Ada aims the weapon from her hip.]]&lt;br /&gt;
[[File:RE6 AB50 Reload.jpg|thumb|none|600px|Ada reloads her gun. She replaces the magazine and gives the bolt handle a rack.]]&lt;br /&gt;
[[File:RE6 AB50 Quick Fire.jpg|thumb|none|600px|The quick fire animation; Ada fires a burst from the SMG. This quick fire animation is also used for the &amp;quot;Triple Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE6 AB50 Extra 1.jpg|thumb|none|600px|Ada approaches a J'avo from cover, armed with her SMG. The J'avo is also armed with the SMG.]]&lt;br /&gt;
[[File:RE6 AB50 Javo Cutscene.jpg|thumb|none|600px|The Ruger MP9 being wielded by several Edonian J'avos.]]&lt;br /&gt;
[[File:RE6-smg.jpg|thumb|none|300px|Promotional image of a J'avo armed with an MP9.]]&lt;br /&gt;
[[File:Re6mp9.jpg|thumb|none|600px|The AB-50 model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==FN Tactical Police== &lt;br /&gt;
The &amp;quot;Assault Shotgun&amp;quot; is primarily based on the [[FN Tactical Police]]. It can be found in Chris and Ada's campaigns. Several can be found inside the Gun Shop in Tall Oaks during Leon's campaign, but none can be used. It holds 7 rounds. Despite the presence of a pump, it incorrectly fires in semi-auto; however, when reloading, the player character will work the pump as if it were a pump action.&lt;br /&gt;
&lt;br /&gt;
Due to its fast rate of fire, the weapon is especially popular in the PvP DLC &amp;quot;Survivors&amp;quot; (a mode first introduced in the previous game); when paired with the &amp;quot;Rock Steady&amp;quot; skill, which decreases recoil, it's possible to juggle an enemy player until either they die or you run out of ammo. This is frowned upon in polite gaming society.&lt;br /&gt;
[[File:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police - 12 gauge]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 1.jpg|thumb|none|600px|Chris holds his on-site procured FN Tactical Police shotgun in Edonia.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 2.jpg|thumb|none|600px|Aiming the Assault Shotgun.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 3.jpg|thumb|none|600px|Reloading the shotgun. Unlike ''4'' and ''5'', the reload animation is no longer a static animation, and involves a looping shell-loading cycle. However, every shell-loading motion cycle in the reload animation loads two rounds into the magazine.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 4.jpg|thumb|none|600px|Giving the shotgun a pump at the end of the reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hydra&amp;quot;==&lt;br /&gt;
The fictional, triple-barreled Hydra shotgun from ''Resident Evil 5'' makes a return. Helena carries this weapon at the start of Leon's campaign. Instead of firing 12 gauge shells like the regular shotgun or the assault shotgun, the Hydra fires the rarer 10 gauge shells. When firing quick shots, Helena will dodge acrobatically in the direction of her target (unless the target is too close, or if she just fired a quick shot), allowing her to attack the target and dodge enemy attacks simultaneously.&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|400px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[File:RE6 Hydra 1.jpg|thumb|none|600px|Helena holds the Hydra while her partner Leon performs an idle animation.]]&lt;br /&gt;
[[File:RE6 Hydra 2.jpg|thumb|none|600px|Helena aims the Hydra shotgun at a zombie who tried to attack her.]]&lt;br /&gt;
[[File:RE6 Hydra 3.jpg|thumb|none|600px|After dispatching the zombie, Helena reloads the shotgun. She ejects all three shells and loads three new ones one by one; the three chambers can be seen filling up one by one during the reload animation.]]&lt;br /&gt;
[[File:RE6 Hydra 4.jpg|thumb|none|600px|Helena fires a quick shot at a zombie while performing some unnecessary acrobatics. Continuing to quick fire (provided that there is a target) will cause Helena to launch a combo of three different acrobatic firing maneuvers. Interestingly, if Helena fires the last shot from the Hydra with a quick shot, she will immediately reload as she gets up. This reload animation is shorter compared to normal, as Helena only loads one shell in the animation instead of three (though all three shells are still reloaded).]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
A pump-action shotgun that resembles the [[Ithaca 37]] makes an appearance with a pistol grip, wooden pump, a heat shield/rails combo, and red-dot sight. Unlike the Ithaca, it has a side ejection port. It can be found in Leon and Jake's campaigns. One BSAA operative, Jeff, is also equipped with the shotgun. Like the &amp;quot;Triple Shot&amp;quot;, the laser is shown to be enamated from the red dot sight when laser only aiming mode is used.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca Stakeout Parkerized.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:RE6 Shotgun 1.jpg|thumb|none|600px|Leon holds an empty shotgun in a forest cemetary.]]&lt;br /&gt;
[[File:RE6 Shotgun 2.jpg|thumb|none|600px|After getting some ammo, Leon reloads his shotgun. Like the Assault Shotgun, every shell-loading motion in the reload animation loads two rounds into the magazine.]]&lt;br /&gt;
[[File:RE6 Shotgun 3.jpg|thumb|none|600px|The reload is always ended with a pump of the handle.]]&lt;br /&gt;
[[File:RE6 Shotgun 4.jpg|thumb|none|600px|The shotgun is aimed at a crawling zombie.]]&lt;br /&gt;
[[File:RE6 Shotgun 5.jpg|thumb|none|600px|Leon fires the shotgun at the zombie.]]&lt;br /&gt;
[[File:RE6 Shotgun 6.jpg|thumb|none|600px|Leon pumps the shotgun, ejecting a spent shell.]]&lt;br /&gt;
[[File:RE6 Shotgun 7.jpg|thumb|none|600px|Leon performs a contextual melee action on a downed zombie, causing him to strike down on the zombie's head with the butt of the shotgun, exploding the zombie's head.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==&amp;quot;Bear Commander&amp;quot;==&lt;br /&gt;
The &amp;quot;Bear Commander&amp;quot; is a 5.56mm assault rifle found in Jake and Ada's campaigns. It does not seem to be based on anything in particular, and elements of ''Resident Evil 5'''s [[SIG SG 556|SIG-Sauer SIG556 HOLO]], the [[DSA SA58 OSW]], [[Remington ACR]], and many other Western-developed rifles can be seen. It's equipped with an underbarrel 40mm grenade launcher, which only fires HE grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Bear Commander 1.jpg|thumb|none|600px|Sherry readies her &amp;quot;Bear Commander&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Bear Commander 2.jpg|thumb|none|600px|Sherry aims her assault rifle. Like many others, the &amp;quot;Bear Commander&amp;quot; doesn't have a modeled laser sight, so the laser comes out of the barrel instead.]]&lt;br /&gt;
[[File:RE6 Bear Commander 3.jpg|thumb|none|600px|Sherry reloads her weapon.]]&lt;br /&gt;
[[File:Re6bc.jpg|thumb|none|600px|&amp;quot;Bear Commander&amp;quot; model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Assault Rifle for Special Tactics&amp;quot;==&lt;br /&gt;
In addition to his 909 (and a combat knife), Chris starts with the &amp;quot;Assault Rifle for Special Tactics&amp;quot;, a 5.56mm assault rifle with a 30-round magazine. It has apparently been adopted by the BSAA to replace the [[G36]]s and [[SIG SG 556|SIG556 HOLO]]s they previously carried. Its design is similar to an [[ACR]], but it has a carry handle and charging handle similar to the [[FAMAS]]. An AN/PEQ-15A laser sight is fitted to the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
One can be seen in the hands of a survivor at the gun shop in Tall Oaks during Leon's story, and zombified soldiers throughout the game can sometimes be seen with the weapon, which they fire mindlessly.&lt;br /&gt;
[[Image:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RE6 AR 1.jpg|thumb|none|600px|Chris readies his assault rifle moments after fast-roping off of a helicopter.]]&lt;br /&gt;
[[File:RE6 AR 2.jpg|thumb|none|600px|Chris aims his assault rifle at a J'avo whose left arm had spontaneously mutated after being injured. Partially recycling the neck-bursting Plaga gimmick from ''4'' and ''5'', J'avos can mutate if their bodyparts are damaged, becoming more physically powerful.]]&lt;br /&gt;
[[File:RE6 AR 3.jpg|thumb|none|600px|Chris and Piers enter an alleyway filled with J'avo fighters.]]&lt;br /&gt;
[[File:RE6 AR 4.jpg|thumb|none|600px|Chris aims his rifle from cover.]]&lt;br /&gt;
[[File:RE6 AR 5.jpg|thumb|none|600px|After clearing the alleyway, Chris reloads his rifle. The reload animation is more or less the same as the &amp;quot;MP-AF&amp;quot;, complete with Chris flipping the gun over to rack the charging handle.]]&lt;br /&gt;
[[File:RE6 BSAA AR.jpg|thumb|none|600px|Chris looks at one of his BSAA teammates, who is armed with the &amp;quot;Assault Rifle for Special Tactics&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Chris Piers Cutscene.jpg|thumb|none|600px|Chris and Piers advancing together, equipped with the &amp;quot;Assault Rifle for Special Tactics&amp;quot; and the &amp;quot;MP-AF&amp;quot; respectively.]]&lt;br /&gt;
[[File:Re6ChrisCgRifle.jpg|thumb|none|300px|Promotional image of Chris Redfield with his rifle.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
A 5.56mm NATO rifle most closely resembling the [[AEK-971]] appears in Leon's campaign as the &amp;quot;Assault Rifle RN&amp;quot;. It is outfitted with a bayonet and a side-folding stock. The bayonet is used in the quick melee and contextual melee animations. Like the other weapons that do not have a modeled laser sight, the laser comes out of a silly place when the solid laser aiming mode is used; in this case, the laser comes out of the rear iron sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|400px|AEK-971 (Current Model) with folding stock -  5.45x39mm]]&lt;br /&gt;
[[File:RE6 ARRN 1.jpg|thumb|none|600px|Helena discovers the &amp;quot;Assault Rifle RN&amp;quot; right where you'd expect it to be—in a coffin in a catacomb under a mineshaft under a biolab under a cathedral.]]&lt;br /&gt;
[[File:re51052.jpg|thumb|none|600px|Helena skulks around in the catacombs with the &amp;quot;Assault Rifle RN&amp;quot;.]]&lt;br /&gt;
[[File:RE6 ARRN 2.jpg|thumb|none|600px|Helena aims the assault rifle at an indoor waterfall. Note the laser coming out of the rear iron sight.]]&lt;br /&gt;
[[File:RE6 ARRN 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RE6 ARRN 6.jpg|thumb|none|600px|Helena kills a downed zombie with a bayonet thrust.]]&lt;br /&gt;
[[File:RE6 ARRN Bayonet Thrust.jpg|thumb|none|600px|After stunning a zombified soldier with a few bayonet slashes, Helena thrusts the bayonet into the zombie's abdomen.]]&lt;br /&gt;
[[Image:Assaultrifrn.jpg|thumb|none|600px|The model of the &amp;quot;Assault Rifle RN&amp;quot;. Note that its charging handle is ambidexterous, unlike the AEK-971.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SIG-Sauer SSG 3000 ==&lt;br /&gt;
In Jake's and Ada's campaigns, a 7.62mm bolt-action sniper rifle similar to the [[SIG-Sauer SSG 3000]] or the [[Steyr Scout]] can be found and used. It is simply named &amp;quot;Sniper Rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some survivors at the Tall Oaks Cathedral use the sniper rifle. Assassins sent by &amp;quot;The Family&amp;quot; also use the sniper rifle. A scopeless version of the rifle, apparently with wood furniture, can also be seen at the Tall Oaks gun shop. As with every other gun present, it cannot be used.&lt;br /&gt;
&lt;br /&gt;
[[File:SSG3000.jpg|thumb|none|400px|SIG-Sauer SSG 3000 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 1.jpg|thumb|none|600px|Sherry holds the sniper rifle. The sniper rifle is not symmetrical, and the bolt handle visibly flips when players flip between left handed view and right handed view.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 2.jpg|thumb|none|600px|Aiming the sniper rifle at a J'avo.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 3.jpg|thumb|none|600px|Sherry operates the bolt after a shot.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 4.jpg|thumb|none|600px|Sherry reloads the sniper rifle. Like the shotguns, the reload is done with individual rounds, and Sherry loads two rounds with every motion.]]&lt;br /&gt;
[[File:Re6PiersWithSniper.jpg|thumb|none|300px|Promotional image of Piers with the sniper rifle. He doesn't actually use the gun in-game though, as his signature sniper is the &amp;quot;Anti-Materiel Rifle&amp;quot;.]]&lt;br /&gt;
[[File:Re6 assaultriflern actionfig.jpg|thumb|none|600px|Raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Anti-Materiel Rifle&amp;quot;==&lt;br /&gt;
Piers' other starting weapon (in addition to the &amp;quot;MP-AF&amp;quot;) is a massive fictional sniper rifle called the &amp;quot;Anti-Materiel Rifle&amp;quot;. It appears to be a cross between the [[Mechem NTW-20]] and the [[AW50F|Accuracy International Arctic Warfare 50]]. The weapon is a straight-pull bolt-action, using the large NTW-style carry handle as a charging handle, with a 10-round magazine of 12.7mm ammunition. It features a two-setting magnifying scope, with the alt-fire toggling between standard and thermal scope modes.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|400px|Mechem NTW-20 - 20x83.5mm MG151]]&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|400px|Accuracy International Arctic Warfare 50 - .50 BMG]]&lt;br /&gt;
[[File:RE6 AMR 1.jpg|thumb|none|600px|Piers looks around anxiously while carrying his &amp;quot;Anti-Materiel Rifle&amp;quot;. For some reason, when characters go idle, most characters play an &amp;quot;anxious&amp;quot; animation before going into their actual relaxed idle animation.]]&lt;br /&gt;
[[File:RE6 AMR 2.jpg|thumb|none|600px|Piers fires a quick shot from his AMR, noscoping the unsuspecting J'avo.]]&lt;br /&gt;
[[File:RE6 AMR 3.jpg|thumb|none|600px|Piers operates the massive bolt on the AMR after his epic shot.]]&lt;br /&gt;
[[File:Re6PiersBigSniper.jpg|thumb|none|600px|Piers reloads his &amp;quot;Anti-Materiel Rifle&amp;quot; while covering Chris. While Chris gets ridiculously huge muscles, Piers gets a ridiculously huge gun.]]&lt;br /&gt;
[[File:Re6BigSniperSight.jpg|thumb|none|600px|Piers aims down his AM rifle's scope at a group of Edonian soldiers clustered around a &amp;quot;T-42&amp;quot; tank, which appears to be a over-sized Sherman tank(!).]]&lt;br /&gt;
[[File:Re6am.jpg|thumb|none|600px|The AM Rifle's raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Semi Automatic Sniper Rifle&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A 7.62mm sniper rifle that appears to be a combination of the [[Mk 14 Mod 0]] and a [[Remington MSR]] can be used, called the &amp;quot;Semi Automatic Sniper Rifle.&amp;quot; It holds five rounds and fires in semi-automatic. &lt;br /&gt;
&lt;br /&gt;
Leon and Helena acquire one at the Tall Oaks Cathedral; Chris and Piers find one aboard an aircraft carrier hijacked by Neo-Umbrella. Piers also uses one in all his alternate loadouts in the Mercenaries; Ada's unnamed partner &amp;quot;Agent&amp;quot; also uses one, as does Ellis from ''Left 4 Dead 2'' in No Mercy.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RemingtonMSR.jpg|thumb|none|400px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Re5asn2.jpg|thumb|none|600px|Helena holds the hybrid rifle; at full size, an AR15-style charging handle can be seen at the rear of the receiver.]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Aim.jpg|thumb|none|600px|The scope of the hybrid sniper rifle.]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Reload 1.jpg|thumb|none|600px|Inside the cathedral, Helena reloads her sniper rifle. She replaces the magazine...]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Reload 2.jpg|thumb|none|600px|...and pulls the charging handle without ''actually'' pulling it.]]&lt;br /&gt;
[[File:Re6snip.jpg|thumb|none|600px|Raw model of SASS.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Enemy J'avo snipers that appear in some levels wield what appears to be [[SVD Dragunov]] sniper rifles. They are equipped with laser sights so players can know where they're getting shot from.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:RE6 Javo Sniper 1.jpg|thumb|none|600px|A J'avo sniper holds his sniper rifle. Note the gas tube extending all the way to almost the front sight, with an odd rectangular block in the middle, behind the actual gas block.]]&lt;br /&gt;
[[File:RE6 Javo Sniper 2.jpg|thumb|none|600px|The sniper aims at Sherry.]]&lt;br /&gt;
[[File:RE6 Javo Sniper 3.jpg|thumb|none|600px|A closer look at a J'avo sniper and his sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
==Hybrid Machine Gun==&lt;br /&gt;
The fictional [[M249]]-[[RPD]]-[[PKM]] hybrid machine gun from ''[[Resident Evil 5]]'' reappears again and is seen being carried by some J'avo. Similar to ''Resident Evil 5'', this weapon is only used during a car chase sequence in Chris campaign Chapter 3.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD light machine gun - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of flash hider - 7.62x54mmR]]&lt;br /&gt;
[[File:RE6-mg.jpg|thumb|none|300px|Promotional image of a J'avo with the ''Resident Evil 5'' hybrid machine gun.]]&lt;br /&gt;
[[File:RE6 Car Chase MG.jpg|thumb|none|600px|Piers drives after Imposter Ada, while Chris shoots at J'avo cars in the way.]]&lt;br /&gt;
[[File:Re6pkm.jpg|thumb|none|600px|After a brief and bizarre interlude in a car park, Chris and Piers swap positions, allowing for a good shot of the hybrid machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] appears in-game being used by some J'avo. Leon and Helena uses one at the end of their campaign to finish off the final boss. Chris uses one in The Mercenaries game with his alternate costume, as does Coach. &lt;br /&gt;
&lt;br /&gt;
Unlike previous versions of the weapon the RPG-7 is not discarded when empty, but instead held onto. Furthermore, reload animations exist for the weapon, suggesting at one time the weapon was supposed to play a more major role in the story mode. In No Mercy, it is the only &amp;quot;power&amp;quot; weapon which doesn't spawn ammo.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|400px|RPG-7 w/PG-7GM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:RE6 Final Boss RPG.jpg|thumb|none|600px|&amp;quot;There's always a final boss, always a helicopter, always a rocket launcher...&amp;quot;]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 1.jpg|thumb|none|600px|Helena holds the RPG-7.]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 2.jpg|thumb|none|600px|Helena aims the RPG-7 at the final boss of their campaign, Major Spoilers.]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 3.jpg|thumb|none|600px|After defeating Major Spoilers, Helena holds the empty RPG-7.]]&lt;br /&gt;
[[File:RE6-RPG7.jpg|thumb|none|300px|Promotional image of a J'avo armed with an RPG-7.]]&lt;br /&gt;
[[File:RE6 RPG 1.jpg|thumb|none|600px|A J'avo aims his RPG-7 at a BSAA helicopter.]]&lt;br /&gt;
[[File:RE6 RPG 2.jpg|thumb|none|600px|The J'avo dies alongside his fired RPG-7. As a scripted death, this J'avo's corpse does not disappear into nothingness.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Grenade Launcher==&lt;br /&gt;
The &amp;quot;Bear Commander&amp;quot; assault rifle is seen with a fictional tip-down barrel grenade launcher attached underneath the barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Bear Commander GL.jpg|thumb|none|600px|The &amp;quot;Bear Commander&amp;quot; in the grenade launcher mode. Note that a grenade launcher leaf sight has been flipped up.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 1.jpg|thumb|none|600px|Aiming the UBGL.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 2.jpg|thumb|none|600px|Firing a grenade.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 3.jpg|thumb|none|600px|Sherry reloads the grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Grenade Launcher==&lt;br /&gt;
A revolver-type grenade launcher makes an appearance in the game, usable by Chris and Piers. Its design appears to be a cross between the two main grenade launchers of the ''Resident Evil'' series, the [[ARWEN 37]] and the [[Milkor MGL]]. It fires three different kinds of ammunition: Explosive, Acid and Nitrogen. It holds six 40mm rounds. &lt;br /&gt;
[[File:Arwen 37.JPG||thumb|none|400px|ARWEN 37 - 37mm]]&lt;br /&gt;
[[File:Milkor M32.jpg||thumb|none|400px|Milkor M32 MGL - 40mm]]&lt;br /&gt;
[[File:Re5gr2.jpg|thumb|none|600px|Piers holds an ARWEN 37 as he ponders the objective written on a nearby wall.]]&lt;br /&gt;
[[File:RE6 GL Aim.jpg|thumb|none|600px|Piers decides that it's not worth pondering your objective when the objective is actively attacking you, and takes aim at the target helicopter. The grenade trajectory is affected by gravity only after a certain range. Before that, it travels straight like a rocket.]]&lt;br /&gt;
[[File:RE6 GL Reload.jpg|thumb|none|600px|After taking some damage and wasting some ammo, Piers takes shelter and reloads the grenade launcher, by dumping out all the rounds and loading new ones in two at a time. The reload has the same weird mechanics like the &amp;quot;Elephant Killer&amp;quot; reload. When the player switches ammo types, the grenade launcher spontaneously empties itself, requiring a reload to load the new ammo type (though sometimes glitches will result in only a few rounds being loaded in the first reload after an ammo switch, requiring a second reload to fill up the launcher).]]&lt;br /&gt;
[[File:Re6gl.jpg ||thumb|none|600px|GL model. Note the stock, similar to a [[Mk 14]].]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrower=&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
&lt;br /&gt;
During Chris' campaign, a BSAA cleanup crew armed with [[M2 Flamethrower]]s is seen destroying J'avo pupae in the wreckage of an apartment block. The flamethrower model is lifted directly from the Uroboros Mkono fight in ''Resident Evil 5''.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|400px|M2 Flamethrower]]&lt;br /&gt;
[[Image:Resi6-M2.jpg|thumb|none|600px|Piers takes a moment to examine a BSAA soldier's M2 flamethrower. He then makes plans to stay as far away from this man as possible when the bullets start flying.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
&lt;br /&gt;
[[Browning M2]]s in remote weapon stations can be seen mounted on BSAA APCs during Chris' campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2HB.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:Resi6-BrowningM2.jpg|thumb|none|600px|Piers examines the Browning M2 mounted on a BSAA BRDM-2 APC, experiencing acronym overload.]]&lt;br /&gt;
&lt;br /&gt;
==Flakvierling 38==&lt;br /&gt;
&lt;br /&gt;
During a crossover event in both Chris and Jake's campaigns, the characters have to sabotage a series of vintage [[Flakvierling 38]] anti-aircraft guns that are being used to attack BSAA helicopters, while fight off waves of enemies and two giant bosses.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[Image:Resi6-Flak.jpg|thumb|none|600px|Piers watches as one of his BSAA friends operates his secret Gun Sabotaging Case.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-19==&lt;br /&gt;
The [[GAU-19]] hybrid that was seen in ''Resident Evil 5'' makes its return appearance. Two are mounted on the back of BSAA Hummvee in Chapter 5 of Leon's campaign. A few are found on top of a railway bridge in Chris campaign Chapter 2. Several are found in a city block combat arena during a crossover chapter between Chris and Jake's campaigns (Chris Chapter 2 and Jake Chapter 1), which pits the two teams against two large B.O.W.s known as Ogroman. Some can be found in Neo-Umbrella's underwater base near the end of Chris's campaign. Two are mounted on the rear door of the BSAA Chinook in Jake's campaign in Chapter 1. Ustanak, the creature that pursues Jake and Sherry throughout the campaign, at one point has three of these weapons mounted on a platform that connects to his right arm. As in ''Resident Evil 5'', all of these guns have unlimited ammo but will overheat from continous fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|400px|GD GAU-19/A with muzzle brake and mount - .50 BMG]]&lt;br /&gt;
[[File:RE6-GAU19.jpg|thumb|none|600px|Piers looks over a destroyed (but apparently still operable) GAU-19 during Chris' campaign.]]&lt;br /&gt;
[[File:RE6 Chinook GAU-19 1.jpg|thumb|none|600px|The two mounted GAU-19s found on a BSAA Chinook in Jake campaign Chapter 1.]]&lt;br /&gt;
[[File:RE6 Chinook GAU-19 2.jpg|thumb|none|600px|Jake mans one of the GAU-19s to defend himself and Sherry from the Ustanak...]]&lt;br /&gt;
[[File:RE6 Ustanak GAU-19.jpg|thumb|none|600px|...who is chasing the duo via a fleet of attack helicopters, armed with ''three GAU-19s''. &amp;quot;Over-the-top&amp;quot; doesn't even begin to describe this.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
&lt;br /&gt;
During a remarkably silly battle in Chris' campaign, he and Piers must face off with a parked aircraft armed with three giant [[GE M134 Minigun]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE6 Minigun Plane.jpg|thumb|none|600px|The Minigun Plane makes its grand entrance.]]&lt;br /&gt;
[[Image:Resi6-Minigun-1.jpg|thumb|none|600px|&amp;quot;Well, that was certainly something...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chaingun==&lt;br /&gt;
&lt;br /&gt;
[[M230 Chain Gun]]s are seen mounted on enemy attack helicopters seen throughout the campaigns. Two are also mounted the small helicopter Ada Wong captures from a Neo-Umbrella aircraft carrier at Lanshiang, which has no clear source of ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[Image:Resi6-Chaingun-2.jpg|thumb|none|600px|Jake and Sherry consider the inherent unfairness of zombies who can fly attack helicopters.]]&lt;br /&gt;
[[Image:Resi6-Chaingun-1.jpg|thumb|none|600px|Helena and Leon make their escape in Ada's helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Schwerer Gustav==&lt;br /&gt;
&lt;br /&gt;
A rather strange railway gun seen during Chris' campaign mounts a replica of the 80cm &amp;quot;Schwerer Gustav&amp;quot; railway gun with the front section of the barrel removed. The carriage shown is implausibly small and somehow self-propelled without having any kind of visible engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[Image:Resi6-Dora.jpg|thumb|none|600px|While wandering around his local warzone, Piers encounters a gun almost as big as Chris.]]&lt;br /&gt;
[[File:RE6 Railway Gun 1.jpg|thumb|none|600px|The railway gun enters the battle.]]&lt;br /&gt;
[[File:RE6 Railway Gun 2.jpg|thumb|none|600px|After firing a few shots, the railgun stops moving and becomes an enemy spawnpoint.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Grenade==&lt;br /&gt;
Like ''Resident Evil 5'', there are three types of grenades in ''Resident Evil 6'': Hand Grenades, Flash Grenades, and Incendiary Grenades. These appear to use the exact same models as ''5''. Hand Grenades are found in Chris and Ada's campaigns, Flash Grenades are found in Chris and Jake's campaigns, and Incendiary Grenades are found in Leon and Ada's campaigns. Enemies also ocassionally throw hand grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Hand Grenade.jpg|thumb|none|600px|Chris prepares to throw a hand grenade in Mercenaries mode. Like ''5'', Chris (and everyone else, for that matter) doesn't bother to pull the pin on the grenade.]]&lt;br /&gt;
[[File:RE6 Flash Grenade.jpg|thumb|none|600px|Jake about to toss a flash grenade at a few charging J'avos.]]&lt;br /&gt;
[[File:RE6 Incendiary Grenade.jpg|thumb|none|600px|Ada prepares to burn some zombies.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Winter_War&amp;diff=1476986</id>
		<title>The Winter War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Winter_War&amp;diff=1476986"/>
		<updated>2022-01-14T12:02:20Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Finnish stick hand grenade M32 (practice grenade mockup) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Talvisota.jpg|thumb|right|300px|''The Winter War'' (1989)]]&lt;br /&gt;
&lt;br /&gt;
'''The Winter War (Talvisota)''' is a Finnish movie from 1989. The film begins with the mobilization of the Finnish Army in October 1939 and ends on 13th of March 1940 with the Moscow Peace Treaty. We follow a few soldiers from their mobilization through the trench warfare and massive Soviet artillery barrages until their surrender. It's the most costly Finnish film to date and its historically very accurate considering they interviewed Finnish veterans prior to the filming.&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
{{Film Title|The Winter War}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
This weapon is never seen used on film, but the holster of the [[Mauser C96]] (which distinct appearance is a tell-tale sign of it being a Mauser C96) can be seen on the belt of a Finnish officer in few scenes.&lt;br /&gt;
[[Image:C96STOCK.jpg|thumb|none|400px|C96 &amp;quot;Broomhandle&amp;quot; Mauser fitted with holster/stock combo - 7.63x25mm.]]&lt;br /&gt;
[[Image:WinterWarmauser96B.jpg|thumb|none|600px|A Finnish Company officer on an inspection of the trenches with his Mauser holster.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] makes an apperance at the end of the movie in the hands of a Finnish officer.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|400px|Luger P08 - 9x19mm (1917).]]&lt;br /&gt;
[[Image:Winterwarlugerp08.jpg|thumb|none|600px|A Finnish officer summarily executes a wounded Russian soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33 Pistol==&lt;br /&gt;
2nd Lieutenant Jussi Kantola (Vesa Vierikko) carries a Russian [[Tokarev TT-33 Pistol]]&lt;br /&gt;
[[Image:TT-33.jpg|400px|thumb|none|400px|Tokarev TT-33 - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[Image:WinterWarPistol.jpg|600px|thumb|none|600px|2nd Lieutenant Jussi Kantola (Vesa Vierikko) on the right is seen thawing his  Tokarev on the stove so it can function properly. During the Winter War (Dec 1939 - March 1940) the cold was a major concern. The temperatures often dropped to -40 degrees C. (-40ºF).]]&lt;br /&gt;
[[Image:WinterWarPistol3.jpg|600px|thumb|none|600px|Another view of 2nd LT &amp;quot;Jussi Kantola&amp;quot; (Vesa Vierikko) with his TT-33. Note the hammer and very large rear sight.]]&lt;br /&gt;
[[Image:WinterwarT33.jpg|600px|thumb|none|600px|Jussi Kantola (Vesa Vierikko) is seen firing his TT-33 at the Russians during close quarter fighting.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant]] M1891/30 is the main rifle used by Red Army soldiers throughout the film. The rifle is also seen in the hands of some Finnish soldiers. Historically the Finnish Army during the war had a severe lack of equipment and weapons and they used Russian weapons whenever practible.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|550px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54R]]&lt;br /&gt;
[[Image:Talvisotam9130.JPG|thumb|none|600px|A Finnish soldier advising his comrades to use enemy bolts. Note the translation calls it &amp;quot;Breeches&amp;quot;. In addition, the M91/30 he is holding seems to be a Finnish two piece &amp;quot;pot belly&amp;quot; stock variant. ]]&lt;br /&gt;
&lt;br /&gt;
==Finnish M/28-30 Civil Guard Mosin-Nagant Rifle==&lt;br /&gt;
The main character, Martti Hakala (Taneli Mäkelä), his brother Paavo (Konsta Mäkelä), and a few other characters are members of Suojeluskunta (&amp;quot;Civil Guard&amp;quot;, also known as &amp;quot;White Guard&amp;quot;) and can be seen using the M/28-30, a variant of the Mosin-Nagant designed for the members of the organization. The &amp;quot;White Guard&amp;quot; was a voluntary militia that had its roots in the Finnish Civil War of 1918, and later acted as a training organisation for Finnish reservists who wished to improve their military skills. In the beginning of the movie, the Hakala brothers are seen leaving their home as the Finnish army mobilizes, and they bring with them their own M/28-30 Mosin-Nagant rifles. The M/28-30 was an improved version of the earlier M/28 Mosin-Nagant variant designed by the White Guards, which can be distinguished from other Mosin-Nagant rifles by their distinctive foresight guards and shorter stocks, among other things. It is similar to the M/27 Infantry Rifle adopted earlier by the Finnish Army, the main differences being the barrel band design, which is a single piece compared to the M/27's hinged band, and an improved trigger design. In turn, major improvements of the M/28-30 over the earlier M/28 were the straight Mansner rear sight and screw-adjustable front sight.&lt;br /&gt;
[[Image:M28rifle.jpg|thumb|none|500px|The Finnish M/28 and M/28-30 rifles - 7.62x54R]]&lt;br /&gt;
[[Image:Talvisotam2830.JPG|thumb|none|600px|One of the rifles being picked up in the beginning of the film.]]&lt;br /&gt;
[[Image:Tavlisotam28301.JPG|thumb|none|600px|Another image of the two rifles seen in the beginning.]]&lt;br /&gt;
[[Image:Tavlisotam28302.JPG|thumb|none|600px|Close up of the bolt.]]&lt;br /&gt;
[[Image:Tavlisotam28305.JPG|thumb|none|600px|Image of the front sight.]]&lt;br /&gt;
[[Image:Tavlisotam28303.JPG|thumb|none|600px|Close up of the front sight.]]&lt;br /&gt;
[[Image:Tavlisotam28304.JPG|thumb|none|600px|Close up of the cocking knob/safety of the bolt. Note how the screw head which is part of the firing pin is lined up and flush with the index mark on the knob. This indicates proper bolt assembly and firing pin protusion.]]&lt;br /&gt;
[[Image:WinterWarMosinNagant4.jpg|thumb|none|600px|A sideview of the M/28-30 rifle.]]&lt;br /&gt;
[[Image:WinterWarMosinNagant2.jpg|thumb|none|600px|Martti Hakala (Taneli Mäkelä) fires his M/28-30 at the advancing Russians.]]&lt;br /&gt;
[[Image:Talvisotaclip.JPG|thumb|none|600px|Martti reloads his M/28-30. Note how it appears to be dummy rounds.]]&lt;br /&gt;
[[Image:WinterWarMosinNagant3.jpg|thumb|none|600px|The Hakala brothers: Martti Hakala (Taneli Mäkelä) and Paavo Hakala (Konsta Mäkelä) with their M/28-30 rifles during a lull in the fighting. Note the blocky rear sight base and straight rear sight leaf of the m/28-30. ]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant Model 1891 Rifle==&lt;br /&gt;
Several Finnish soldiers can be seen using earlier Model 1891 rifles. The rifles are either Russian M91s, Finnish M91s, Finnish M24s, or Finnish P26s. &lt;br /&gt;
[[Image:1891-Mosin-Nagant.jpg|thumb|none|500px|Full-length, Mosin Nagant M1891 - 7.62x54mm R ]]&lt;br /&gt;
[[Image:Talvisotam91.JPG|thumb|none|600px|Private Pentti Saari ([[Timo Torikka]]) with his Model 1891. Note the three &amp;quot;Molotov Cocktails&amp;quot; underneath the rifle.]]&lt;br /&gt;
[[Image:Talvisotam911.JPG|thumb|none|600px|Private Vilho Erkkilä staying low with his Model 1891.]]&lt;br /&gt;
[[Image:Tavlisotam912.JPG|thumb|none|600px|Private Pentti Saari (Timo Torikka) firing his Model 1891.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40 Rifle==&lt;br /&gt;
The [[Tokarev SVT-40 Rifle]] is seen in the hands of both Russian and Finnish soldiers as a stand-in for the historically correct [[SVT-38]]. The SVT-40 did not enter into Red Army service until July 1940, several months after the end of the conflict. During the war the Finns did use captured weapons such as the SVT-38 due to a lack of equipment and weapons. However, since SVT-38 is a much rarer weapon, it's understandable that the SVT-40 was used in production as a &amp;quot;stand-in&amp;quot; for the 38.&lt;br /&gt;
[[Image:SVT-40.jpg|thumb|none|500px|Tokarev SVT-40 Rifle - Soviet World War 2 Semi Automatic Rifle chambered for 7.62x54R ]]&lt;br /&gt;
[[Image:WinterWarSVT40.jpg|thumb|none|600px| A Finnish soldier using the SVT-40. For some reason the soldier is seen sliding the bolt back manually after each shot, even though the weapon is a semi-automatic. It might have something to do with the weapon not being adapted for blank fire use or poor performance of the rifle automatics in the cold.]]&lt;br /&gt;
[[Image:Winterwarsvt40 cr.jpg|thumb|none|600px|Private Vilho Erkkilä ([[Heikki Paavilainen]]) with his captured SVT-40 slung on his shoulder.]]&lt;br /&gt;
&lt;br /&gt;
=Submachinegun=&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The standard SMG of the Finnish Army was the [[Suomi KP/-31]] and it is frequently seen during the movie.&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|500px|Suomi M/31 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:WinterWarSMG2.jpg|thumb|none|600px|Corporal Erkki Somppi (Antti Raivio) fires his Suomi SMG.]]&lt;br /&gt;
[[File:WinterWarSMGGrenades.jpg|thumb|none|600px|Waiting for a Russian attack with the Suomi at the ready.]] &lt;br /&gt;
[[Image:WinterWarSmg3.jpg|thumb|none|600px|Another view of the Suomi SMG.]]&lt;br /&gt;
[[Image:Winterwarsmg6.jpg|thumb|none|600px|Frontal view of the SMG.]]&lt;br /&gt;
&lt;br /&gt;
=Light machine gun=&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
[[Lahti-Saloranta LS/26]], the standard light machine gun of the Finnish army in that period, is used by the Finnish soldiers.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|500px|Lahti-Saloranta LS/26 - 7.62mmx54Russian]]&lt;br /&gt;
[[Image:WinterWarLahti.jpg|thumb|none|600px|A Finnish soldier firing his &amp;quot;Lahti&amp;quot;. Note the magazine on the ground. It seems to be loaded with live rounds, or possible &amp;quot;disabled&amp;quot; rounds with no powder and/or blasting cap but with a genuine projectile attached.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27/28==&lt;br /&gt;
The [[Degtyaryov DP Series Machine Gun|DP LMG]] is used by both the Red Army soldiers and the Finnish soldiers.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|500px|Degtyarev DP-28 machine gun, 7.62x54mm R]]&lt;br /&gt;
[[File:WinterWarDegtyaryov1.jpg|thumb|none|600px|Taking cover next to a knocked out Maxim, a Finnish soldier fires his DP.]] &lt;br /&gt;
[[Image:WinterWarDPLMG3.jpg|thumb|none|600px|A Russian soldier with his DP during an attack on Finnish trenches.]]&lt;br /&gt;
[[Image:WinterWarDp1.jpg|thumb|none|600px|A Finnish soldier seen using the DP during an advance on the Russians.]]&lt;br /&gt;
&lt;br /&gt;
=Machine gun=&lt;br /&gt;
&lt;br /&gt;
==Maxim M1910==&lt;br /&gt;
The [[Maxim#Maxim M1910|Maxim M1910]] is used by Finnish soldiers against Red Army soldiers in one scene. &lt;br /&gt;
[[Image:S_maxim.jpg|thumb|none|500px|Maxim M1910 machine gun, 7.62x54mm R]]&lt;br /&gt;
[[Image:Talvisota1910.JPG|thumb|none|600px|A Finnish soldier firing a M1910 machine gun.]]&lt;br /&gt;
[[Image:Talvisota19101.JPG|thumb|none|600px|The M1910 machine gun seen at the left of the screen.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==m/32 stick hand grenade (practice grenade mockup)==&lt;br /&gt;
Several Harjoituskranaatti m/41 (&amp;quot;practice grenade model 41&amp;quot;) are seen standing in for m/32 stick hand grenades. They can be identified as practice grenades from the rims and hole on the metal casings.&lt;br /&gt;
[[Image:WinterWarMosinNagant3.jpg|thumb|none|600px|The Hakala brothers: Martti Hakala (Taneli Mäkelä) and Paavo Hakala (Konsta Mäkelä) with a Finnish stick hand grenade in the foreground. ]]&lt;br /&gt;
[[File:WinterWarSMGGrenades.jpg|thumb|none|600px|More stick grenades lie in wait. The holes meant for simulation charges are clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov Cocktail==&lt;br /&gt;
The Finns are also seen using the &amp;quot;Molotov Cocktail&amp;quot; against tanks. Though the Finns didn't invent the improvised incendiary device, having been first seen in the Spanish Civil War of 1936-39, it ''was'' the Finns who named theirs after Soviet Foreign Minister Vyacheslav Molotov. While the popular image of a Molotov cocktail uses a burning rag at the mouth of the bottle, Finns improved on the recipe with storm matches taped to the side, and is shown such in the film.&lt;br /&gt;
[[Image:Winterwarmolotov.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The Russian [[RGD-33]] stick grenade is also featured in the movie briefly.&lt;br /&gt;
[[Image:Rgd-33russianfrag mp.jpg|thumb|none|500px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[Image:Winterwargrenade1.jpg|thumb|none|500px|A Russian soldier uses his RGD-33 to commit suicide after being captured for fear of being tortured &amp;amp; killed by the Finns.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Anti-tank gun==&lt;br /&gt;
The Finns use Swedish Bofors 37mm anti-tank guns.&lt;br /&gt;
[[Image:Winterwarantitank1.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:Winterwarantitank2.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Tanks==&lt;br /&gt;
The movie features authentic T-26 tanks, originally captured by the Finnish Army in WW2. &lt;br /&gt;
[[Image:Winterwartank1.jpg|thumb|none|500px| A Russian T-26C tank.]]&lt;br /&gt;
[[Image:Winterwartank2.jpg|thumb|none|500px|A Russian T-26B tank.]]&lt;br /&gt;
[[Image:Winterwartank3.jpg|thumb|none|500px|T-26B on the right, T-26C on the left.]]&lt;br /&gt;
[[Image:Winterwarflametank.jpg|thumb|none|500px|A flame-tank.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category: Finnish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Winter_War&amp;diff=1472850</id>
		<title>The Winter War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Winter_War&amp;diff=1472850"/>
		<updated>2021-12-28T11:33:24Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Molotov Cocktail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Talvisota.jpg|thumb|right|300px|''The Winter War'' (1989)]]&lt;br /&gt;
&lt;br /&gt;
'''The Winter War (Talvisota)''' is a Finnish movie from 1989. The film begins with the mobilization of the Finnish Army in October 1939 and ends on 13th of March 1940 with the Moscow Peace Treaty. We follow a few soldiers from their mobilization through the trench warfare and massive Soviet artillery barrages until their surrender. It's the most costly Finnish film to date and its historically very accurate considering they interviewed Finnish veterans prior to the filming.&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
{{Film Title|The Winter War}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
This weapon is never seen used on film, but the holster of the [[Mauser C96]] (which distinct appearance is a tell-tale sign of it being a Mauser C96) can be seen on the belt of a Finnish officer in few scenes.&lt;br /&gt;
[[Image:C96STOCK.jpg|thumb|none|400px|C96 &amp;quot;Broomhandle&amp;quot; Mauser fitted with holster/stock combo - 7.63x25mm.]]&lt;br /&gt;
[[Image:WinterWarmauser96B.jpg|thumb|none|600px|A Finnish Company officer on an inspection of the trenches with his Mauser holster.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] makes an apperance at the end of the movie in the hands of a Finnish officer.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|400px|Luger P08 - 9x19mm (1917).]]&lt;br /&gt;
[[Image:Winterwarlugerp08.jpg|thumb|none|600px|A Finnish officer summarily executes a wounded Russian soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33 Pistol==&lt;br /&gt;
2nd Lieutenant Jussi Kantola (Vesa Vierikko) carries a Russian [[Tokarev TT-33 Pistol]]&lt;br /&gt;
[[Image:TT-33.jpg|400px|thumb|none|400px|Tokarev TT-33 - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[Image:WinterWarPistol.jpg|600px|thumb|none|600px|2nd Lieutenant Jussi Kantola (Vesa Vierikko) on the right is seen thawing his  Tokarev on the stove so it can function properly. During the Winter War (Dec 1939 - March 1940) the cold was a major concern. The temperatures often dropped to -40 degrees C. (-40ºF).]]&lt;br /&gt;
[[Image:WinterWarPistol3.jpg|600px|thumb|none|600px|Another view of 2nd LT &amp;quot;Jussi Kantola&amp;quot; (Vesa Vierikko) with his TT-33. Note the hammer and very large rear sight.]]&lt;br /&gt;
[[Image:WinterwarT33.jpg|600px|thumb|none|600px|Jussi Kantola (Vesa Vierikko) is seen firing his TT-33 at the Russians during close quarter fighting.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant]] M1891/30 is the main rifle used by Red Army soldiers throughout the film. The rifle is also seen in the hands of some Finnish soldiers. Historically the Finnish Army during the war had a severe lack of equipment and weapons and they used Russian weapons whenever practible.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|550px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54R]]&lt;br /&gt;
[[Image:Talvisotam9130.JPG|thumb|none|600px|A Finnish soldier advising his comrades to use enemy bolts. Note the translation calls it &amp;quot;Breeches&amp;quot;. In addition, the M91/30 he is holding seems to be a Finnish two piece &amp;quot;pot belly&amp;quot; stock variant. ]]&lt;br /&gt;
&lt;br /&gt;
==Finnish M/28-30 Civil Guard Mosin-Nagant Rifle==&lt;br /&gt;
The main character, Martti Hakala (Taneli Mäkelä), his brother Paavo (Konsta Mäkelä), and a few other characters are members of Suojeluskunta (&amp;quot;Civil Guard&amp;quot;, also known as &amp;quot;White Guard&amp;quot;) and can be seen using the M/28-30, a variant of the Mosin-Nagant designed for the members of the organization. The &amp;quot;White Guard&amp;quot; was a voluntary militia that had its roots in the Finnish Civil War of 1918, and later acted as a training organisation for Finnish reservists who wished to improve their military skills. In the beginning of the movie, the Hakala brothers are seen leaving their home as the Finnish army mobilizes, and they bring with them their own M/28-30 Mosin-Nagant rifles. The M/28-30 was an improved version of the earlier M/28 Mosin-Nagant variant designed by the White Guards, which can be distinguished from other Mosin-Nagant rifles by their distinctive foresight guards and shorter stocks, among other things. It is similar to the M/27 Infantry Rifle adopted earlier by the Finnish Army, the main differences being the barrel band design, which is a single piece compared to the M/27's hinged band, and an improved trigger design. In turn, major improvements of the M/28-30 over the earlier M/28 were the straight Mansner rear sight and screw-adjustable front sight.&lt;br /&gt;
[[Image:M28rifle.jpg|thumb|none|500px|The Finnish M/28 and M/28-30 rifles - 7.62x54R]]&lt;br /&gt;
[[Image:Talvisotam2830.JPG|thumb|none|600px|One of the rifles being picked up in the beginning of the film.]]&lt;br /&gt;
[[Image:Tavlisotam28301.JPG|thumb|none|600px|Another image of the two rifles seen in the beginning.]]&lt;br /&gt;
[[Image:Tavlisotam28302.JPG|thumb|none|600px|Close up of the bolt.]]&lt;br /&gt;
[[Image:Tavlisotam28305.JPG|thumb|none|600px|Image of the front sight.]]&lt;br /&gt;
[[Image:Tavlisotam28303.JPG|thumb|none|600px|Close up of the front sight.]]&lt;br /&gt;
[[Image:Tavlisotam28304.JPG|thumb|none|600px|Close up of the cocking knob/safety of the bolt. Note how the screw head which is part of the firing pin is lined up and flush with the index mark on the knob. This indicates proper bolt assembly and firing pin protusion.]]&lt;br /&gt;
[[Image:WinterWarMosinNagant4.jpg|thumb|none|600px|A sideview of the M/28-30 rifle.]]&lt;br /&gt;
[[Image:WinterWarMosinNagant2.jpg|thumb|none|600px|Martti Hakala (Taneli Mäkelä) fires his M/28-30 at the advancing Russians.]]&lt;br /&gt;
[[Image:Talvisotaclip.JPG|thumb|none|600px|Martti reloads his M/28-30. Note how it appears to be dummy rounds.]]&lt;br /&gt;
[[Image:WinterWarMosinNagant3.jpg|thumb|none|600px|The Hakala brothers: Martti Hakala (Taneli Mäkelä) and Paavo Hakala (Konsta Mäkelä) with their M/28-30 rifles during a lull in the fighting. Note the blocky rear sight base and straight rear sight leaf of the m/28-30. ]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant Model 1891 Rifle==&lt;br /&gt;
Several Finnish soldiers can be seen using earlier Model 1891 rifles. The rifles are either Russian M91s, Finnish M91s, Finnish M24s, or Finnish P26s. &lt;br /&gt;
[[Image:1891-Mosin-Nagant.jpg|thumb|none|500px|Full-length, Mosin Nagant M1891 - 7.62x54mm R ]]&lt;br /&gt;
[[Image:Talvisotam91.JPG|thumb|none|600px|Private Pentti Saari ([[Timo Torikka]]) with his Model 1891. Note the three &amp;quot;Molotov Cocktails&amp;quot; underneath the rifle.]]&lt;br /&gt;
[[Image:Talvisotam911.JPG|thumb|none|600px|Private Vilho Erkkilä staying low with his Model 1891.]]&lt;br /&gt;
[[Image:Tavlisotam912.JPG|thumb|none|600px|Private Pentti Saari (Timo Torikka) firing his Model 1891.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40 Rifle==&lt;br /&gt;
The [[Tokarev SVT-40 Rifle]] is seen in the hands of both Russian and Finnish soldiers as a stand-in for the historically correct [[SVT-38]]. The SVT-40 did not enter into Red Army service until July 1940, several months after the end of the conflict. During the war the Finns did use captured weapons such as the SVT-38 due to a lack of equipment and weapons. However, since SVT-38 is a much rarer weapon, it's understandable that the SVT-40 was used in production as a &amp;quot;stand-in&amp;quot; for the 38.&lt;br /&gt;
[[Image:SVT-40.jpg|thumb|none|500px|Tokarev SVT-40 Rifle - Soviet World War 2 Semi Automatic Rifle chambered for 7.62x54R ]]&lt;br /&gt;
[[Image:WinterWarSVT40.jpg|thumb|none|600px| A Finnish soldier using the SVT-40. For some reason the soldier is seen sliding the bolt back manually after each shot, even though the weapon is a semi-automatic. It might have something to do with the weapon not being adapted for blank fire use or poor performance of the rifle automatics in the cold.]]&lt;br /&gt;
[[Image:Winterwarsvt40 cr.jpg|thumb|none|600px|Private Vilho Erkkilä ([[Heikki Paavilainen]]) with his captured SVT-40 slung on his shoulder.]]&lt;br /&gt;
&lt;br /&gt;
=Submachinegun=&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The standard SMG of the Finnish Army was the [[Suomi KP/-31]] and it is frequently seen during the movie.&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|500px|Suomi M/31 - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:WinterWarSMG2.jpg|thumb|none|600px|Corporal Erkki Somppi (Antti Raivio) fires his Suomi SMG.]]&lt;br /&gt;
[[File:WinterWarSMGGrenades.jpg|thumb|none|600px|Waiting for a Russian attack with the Suomi at the ready.]] &lt;br /&gt;
[[Image:WinterWarSmg3.jpg|thumb|none|600px|Another view of the Suomi SMG.]]&lt;br /&gt;
[[Image:Winterwarsmg6.jpg|thumb|none|600px|Frontal view of the SMG.]]&lt;br /&gt;
&lt;br /&gt;
=Light machine gun=&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
[[Lahti-Saloranta LS/26]], the standard light machine gun of the Finnish army in that period, is used by the Finnish soldiers.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|500px|Lahti-Saloranta LS/26 - 7.62mmx54Russian]]&lt;br /&gt;
[[Image:WinterWarLahti.jpg|thumb|none|600px|A Finnish soldier firing his &amp;quot;Lahti&amp;quot;. Note the magazine on the ground. It seems to be loaded with live rounds, or possible &amp;quot;disabled&amp;quot; rounds with no powder and/or blasting cap but with a genuine projectile attached.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27/28==&lt;br /&gt;
The [[Degtyaryov DP Series Machine Gun|DP LMG]] is used by both the Red Army soldiers and the Finnish soldiers.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|500px|Degtyarev DP-28 machine gun, 7.62x54mm R]]&lt;br /&gt;
[[File:WinterWarDegtyaryov1.jpg|thumb|none|600px|Taking cover next to a knocked out Maxim, a Finnish soldier fires his DP.]] &lt;br /&gt;
[[Image:WinterWarDPLMG3.jpg|thumb|none|600px|A Russian soldier with his DP during an attack on Finnish trenches.]]&lt;br /&gt;
[[Image:WinterWarDp1.jpg|thumb|none|600px|A Finnish soldier seen using the DP during an advance on the Russians.]]&lt;br /&gt;
&lt;br /&gt;
=Machine gun=&lt;br /&gt;
&lt;br /&gt;
==Maxim M1910==&lt;br /&gt;
The [[Maxim#Maxim M1910|Maxim M1910]] is used by Finnish soldiers against Red Army soldiers in one scene. &lt;br /&gt;
[[Image:S_maxim.jpg|thumb|none|500px|Maxim M1910 machine gun, 7.62x54mm R]]&lt;br /&gt;
[[Image:Talvisota1910.JPG|thumb|none|600px|A Finnish soldier firing a M1910 machine gun.]]&lt;br /&gt;
[[Image:Talvisota19101.JPG|thumb|none|600px|The M1910 machine gun seen at the left of the screen.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Finnish stick hand grenade M32 (practice grenade mockup)==&lt;br /&gt;
The Finnish soldiers during the Winter War made good use of the M32 stick hand grenade. In the movie though it is replaced by the a practice grenade, official designation &amp;quot;Harjoituskranaatti m41&amp;quot; (&amp;quot;practice grenade M41&amp;quot;). It is identifiable via the hole at the top of the cylinder and the rimmed top and bottom part of the cylinder which the original M32 hand grenade did not have. The practice grenade was fitted with a small blackpowder spotting charge which gave a lot of smoke and noise but were small enough not to damage the cylinder and enable &amp;quot;reloading&amp;quot; of the grenade for further training use. The practice grenade was originally painted yellow. &lt;br /&gt;
[[Image:WinterWarMosinNagant3.jpg|thumb|none|600px|The Hakala brothers: Martti Hakala (Taneli Mäkelä) and Paavo Hakala (Konsta Mäkelä) with a Finnish stick-hand grenade in the foreground. ]]&lt;br /&gt;
[[File:WinterWarSMGGrenades.jpg|thumb|none|600px|More stick grenades lie in wait.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov Cocktail==&lt;br /&gt;
The Finns are also seen using the &amp;quot;Molotov Cocktail&amp;quot; against tanks. Though the Finns didn't invent the improvised incendiary device, having been first seen in the Spanish Civil War of 1936-39, it ''was'' the Finns who named theirs after Soviet Foreign Minister Vyacheslav Molotov. While the popular image of a Molotov cocktail uses a burning rag at the mouth of the bottle, Finns improved on the recipe with storm matches taped to the side, and is shown such in the film.&lt;br /&gt;
[[Image:Winterwarmolotov.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The Russian [[RGD-33]] stick grenade is also featured in the movie briefly.&lt;br /&gt;
[[Image:Rgd-33russianfrag mp.jpg|thumb|none|500px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[Image:Winterwargrenade1.jpg|thumb|none|500px|A Russian soldier uses his RGD-33 to commit suicide after being captured for fear of being tortured &amp;amp; killed by the Finns.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Anti-tank gun==&lt;br /&gt;
The Finns use Swedish Bofors 37mm anti-tank guns.&lt;br /&gt;
[[Image:Winterwarantitank1.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:Winterwarantitank2.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Tanks==&lt;br /&gt;
The movie features authentic T-26 tanks, originally captured by the Finnish Army in WW2. &lt;br /&gt;
[[Image:Winterwartank1.jpg|thumb|none|500px| A Russian T-26C tank.]]&lt;br /&gt;
[[Image:Winterwartank2.jpg|thumb|none|500px|A Russian T-26B tank.]]&lt;br /&gt;
[[Image:Winterwartank3.jpg|thumb|none|500px|T-26B on the right, T-26C on the left.]]&lt;br /&gt;
[[Image:Winterwarflametank.jpg|thumb|none|500px|A flame-tank.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category: Finnish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Vares:_Private_Eye&amp;diff=1472849</id>
		<title>Vares: Private Eye</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Vares:_Private_Eye&amp;diff=1472849"/>
		<updated>2021-12-28T11:24:45Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Armsel Protecta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:VaresPoster.jpg|thumb|right|300px|''Vares: Private Eye'' (2004)]]&lt;br /&gt;
&lt;br /&gt;
'''''Vares: Private Eye''''' is 2004 Finnish crime film. The film revolves around Private Eye Jussi Valtteri Vares ([[Juha Veijonen]]) and a prison escape, that gathers attention from the police and hitmen alike.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms can be seen in the film ''Vares: Private Eye'':'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Valmet M62==&lt;br /&gt;
During the military refresher course in the beginning of the film, several Finnish soldiers can be seen with [[Valmet Assault Rifle Series|Valmet M62]] assault rifles fitted with military blank adapters. Jussi Vares ([[Juha Veijonen]]) uses a [[Valmet Assault Rifle Series|Valmet M62]] with an old style handguard and wood stock. Most of the other soldiers are seen with the more common, modernized M62, including Eeva Sunila ([[Laura Malmivaara]]).&lt;br /&gt;
[[Image:ValmetM62.jpg|thumb|none|400px|Valmet M62 (Rk 62), older model with wooden stock - 7.62x39mm]]&lt;br /&gt;
[[Image:VaresRK62.jpg|thumb|none|600px|Vares runs through a trench with his M62.]]&lt;br /&gt;
[[Image:VaresRK62-2.jpg|thumb|none|600px|Vares' M62 lies against the wall. Here the old style handguard is clearly visible. It is not uncommon to see these older model M62s in use during military refresher courses in Finland.]]&lt;br /&gt;
[[Image:Rk 62 with m76 furniture.jpg|thumb|none|400px|Valmet M62 (Rk 62) (modernized) with plastic handguard. This version is the most commonly available/used version of the rifle. - 7.62x39mm]]&lt;br /&gt;
[[Image:VaresRK62-3.jpg|thumb|none|600px|Eeva Sunila holds her M62 on Vares. Notice the military blank adapter at the end of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Mikko Koitere ([[Samuli Edelmann]]) uses a [[Glock 17]] as his sidearm throughout the film. Karl E. Miesmann ([[Jari Halonen]]) takes Koitere's Glock at one point and holds it on him.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|Glock 17 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:VaresG17Still.jpg|thumb|none|550px|Samuli Edelmann holds a Glock 17 in a publicity still for the film.]]&lt;br /&gt;
[[Image:VaresG17.jpg|thumb|none|600px|Koitere's Glock in its holster, just before he draws it.]]&lt;br /&gt;
[[Image:VaresG17-2.jpg|thumb|none|600px|Koitere holds his Glock on a criminal.]]&lt;br /&gt;
[[Image:VaresG17-3.jpg|thumb|none|600px|Note the trigger discipline.]]&lt;br /&gt;
[[Image:VaresG17-4.jpg|thumb|none|600px|Miesmann holds Koitere's Glock on him in a men's room.]]&lt;br /&gt;
[[Image:VaresG17-5.jpg|thumb|none|600px|Koitere holds his Glock during the climax.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
Antero Kraft ([[Jorma Tommila]]) uses a stainless [[Smith &amp;amp; Wesson Model 36]] during the church scene to escape from the police. Her bride-to-be Eeva Sunila ([[Laura Malmivaara]]) smuggles it into the church under her wedding dress. Eeeva uses the Model 36 later on in the film.&lt;br /&gt;
[[Image:S&amp;amp;Wmodel36square.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 36 revolver with square butt - .38 Special]]&lt;br /&gt;
[[Image:VaresM36.jpg|thumb|none|600px|Kraft holds the Model 36 on a couple of police officers.]]&lt;br /&gt;
[[Image:VaresM36-2.jpg|thumb|none|600px|Tetsuo Sinkkonen holds the Model 36 at the motel.]]&lt;br /&gt;
[[Image:VaresM36-3.jpg|thumb|none|600px|The Model 36 lays on a cabinet.]]&lt;br /&gt;
[[Image:VaresM36-4.jpg|thumb|none|600px|Eeva holds the Model 36 on Kraft.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark VII==&lt;br /&gt;
Jari 'Hillosilmä' Munck ([[Pekka Valkeejärvi]]) of the Finnish hitman duo carries a [[Desert Eagle]] as his sidearm throughout the film.&lt;br /&gt;
[[Image:DesertEagle44Magnum.jpg|thumb|none|300px|Desert Eagle MK VII - .44 Magnum]]&lt;br /&gt;
[[Image:VaresDeagle.jpg|thumb|none|600px|Munck holds his Desert Eagle on Eeva during the motel scene.]]&lt;br /&gt;
[[Image:VaresDeagle-2.jpg|thumb|none|600px|Munck executes Jarmo ([[Jasper Pääkkönen]]) with his Desert Eagle. Even though the gun is not suppressed, it sounds suppressed during this scene.]]&lt;br /&gt;
[[Image:VaresDeagle-3.jpg|thumb|none|600px|Munck pulls his Desert Eagle on Koitere and his partner.]]&lt;br /&gt;
[[Image:VaresDeagle-4.jpg|thumb|none|600px|Munck hods the gun on Vares.]]&lt;br /&gt;
[[Image:VaresDeagle-5.jpg|thumb|none|600px|Munck and Sinkkonen hold their sidearms during the climax.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Tetsuo Sinkkonen ([[Kari Hietalahti]]) of the Finnish hitman duo carries a stainless [[Colt Python]] with an 8 inch barrel as his sidearm in the film.&lt;br /&gt;
[[Image:Pythstainless6.jpg|thumb|none|300px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[Image:VaresPython.jpg|thumb|none|600px|Sinkkonen's Python in its holster.]]&lt;br /&gt;
[[Image:VaresPython-2.jpg|thumb|none|600px|Sinkkonen holsters his Python during the motel scene.]]&lt;br /&gt;
[[Image:VaresPython-3.jpg|thumb|none|600px|Sinkkonen pulls his Colt on Koitere and his partner, after Munck brings them in.]]&lt;br /&gt;
[[Image:VaresPython-4.jpg|thumb|none|600px|Sinkkonen holds his Python as the hitman duo discusses what their theme music should be like.]]&lt;br /&gt;
[[Image:VaresPython-5.jpg|thumb|none|600px|In a deleted scene, Tetsuo Sinkkonen can be seen cleaning his 8&amp;quot; Python.]]&lt;br /&gt;
[[Image:VaresDeagle-5.jpg|thumb|none|600px|Munck and Sinkkonen hold their sidearms during the climax.]]&lt;br /&gt;
&lt;br /&gt;
==Para-Ordnance P-12==&lt;br /&gt;
Ifigenia Mustanen ([[Minna Turunen]]) carries a [[Para-Ordnance P-12]] as her sidearm in the film.&lt;br /&gt;
[[Image:Para Ordinance P-12 45.jpg|thumb|none|300px|Para-Ordnance P-12 - .45 ACP]]&lt;br /&gt;
[[Image:VaresP10.jpg|thumb|none|600px|Ifigenia holds her P-12 on Eeva and Vares.]]&lt;br /&gt;
[[Image:VaresP10-2.jpg|thumb|none|600px|Ifigenia puts the P-12 on Antero Kraft's head.]]&lt;br /&gt;
[[Image:VaresP10-3.jpg|thumb|none|600px|Ifigenia fires the P-12 during the climax.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Cheetah==&lt;br /&gt;
Karl E. Miesmann ([[Jari Halonen]]) uses a [[Beretta Cheetah]] during the climax.&lt;br /&gt;
[[Image:Beretta85FNickel.jpg|thumb|none|300px|Beretta 85F &amp;quot;Cheetah&amp;quot; Pistol - Satin Nickel Finish - 8 round single stack - .380 ACP]]&lt;br /&gt;
[[Image:VaresCheetah.jpg|thumb|none|600px|Miesmann holds his Beretta on Vares during the climax.]]&lt;br /&gt;
[[Image:VaresCheetah-2.jpg|thumb|none|600px|Miesmann holds the Cheetah as he gets shot.]]&lt;br /&gt;
[[Image:VaresCheetah-3.jpg|thumb|none|600px|Miesmann struggles to fire his Beretta after being shot.]]&lt;br /&gt;
&lt;br /&gt;
==Armsel Protecta==&lt;br /&gt;
Jarmo's ([[Jasper Pääkkönen]]) mother (Tuula Nyman) briefly uses an [[Armsel Protecta]] near the end of the film.&lt;br /&gt;
[[Image:Protecta.jpg|thumb|none|400px|Armsel Protecta - 12 Gauge]]&lt;br /&gt;
[[Image:VaresProtecta.jpg|thumb|none|600px|Jarmo's mother holds the Protecta.]]&lt;br /&gt;
[[Image:VaresProtecta-2.jpg|thumb|none|600px|Jarmo's mother holds the Protecta on the Finnish hitman duo.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:Finnish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Armsel_Striker_and_variants&amp;diff=1472848</id>
		<title>Armsel Striker and variants</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Armsel_Striker_and_variants&amp;diff=1472848"/>
		<updated>2021-12-28T11:23:42Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Armsel Protecta */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Armsel Striker shotgun and its variants appears in the following films, TV shows, and video games used by the following actors:'''&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
&lt;br /&gt;
''(Mid-1980s ~ Present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Shotgun&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 12 gauge&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 12-round revolving cylinder&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' &amp;quot;Clockwork&amp;quot; tension-operate drum on most models, manual operation only on Protecta&lt;br /&gt;
&lt;br /&gt;
== Armsel Striker ==&lt;br /&gt;
[[File:Striker.jpg|thumb|right|400px|Armsel Striker - 12 gauge]]&lt;br /&gt;
The original '''Armsel Striker''' is a South African-manufactured cylinder shotgun, designed by Rhodesian Hilton Walker in the 1980s. Production was financed by the Armsel company, but actual production was done by another company called Aserma Manufacturing. Various versions existed, some with the top-folding stock, and others without.&lt;br /&gt;
&lt;br /&gt;
The Striker featured a unique revolver-like cylinder drum, giving it a rather high capacity for the time at 12 rounds. Unlike a revolver, the cylinder isn't turned by the trigger itself (which would give the weapon an extremely heavy trigger pull); instead, the drum is wound up with a clockwork mechanism, and every time the trigger is pulled, the tension from the mechanism turns the cylinder.&lt;br /&gt;
&lt;br /&gt;
Reloading the Striker is a long and drawn-out process; the Striker lacks an automatic extraction system, and the user needs to manually extract spent casings with an ejector rod, load in new rounds one by one (manually advancing the drum with the rear drum advance lever), and finally wind up the drum with the knob in front of the drum.&lt;br /&gt;
&lt;br /&gt;
Strikers are identified not only by the unique 'knob' that serves as the winding key in front of the drum, but also the drum advance lever on the back of the receiver. The Cobray guns don't have this lever.&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;280&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;450&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Observe and Report]]||||Yuen Brother||||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[District 9]]|||| Gunman ||barrel extension; laser sight||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[House of the Dead]]||[[Jürgen Prochnow]]||Captain Kirk||||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[In China They Eat Dogs]]||[[Slavko Labovic]]||Ratco||||1999&lt;br /&gt;
|-&lt;br /&gt;
|''[[World Is Not Enough, The|The World Is Not Enough]]||[[Maria Grazia Cucinotta]]||Cigar Girl|| extended barrel||1999&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bulletproof (1996)|Bulletproof]]||[[Jeep Swenson]]||Bledsoe ||full automatic sound effects||1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[Escape from L.A.]]||||||||1996 &lt;br /&gt;
|-&lt;br /&gt;
|''[[Fair Game (1995)|Fair Game]]||||||||1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Point of No Return]] || || One of the thugs ||||1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[RoboCop 3]] ||[[Daniel von Bargen]] || Moreno ||||1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Patriot Games]]||[[Patrick Bergin]]||Kevin O'Donnell||||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hard Boiled]]||[[Anthony Wong]]||Johnny Wong||||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[RoboCop 2]]|| ||Gun store robber||||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Laser Mission]]''||[[Brandon Lee]]||Michael Gold||||1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[American Ninja 2: The Confrontation]]'' || [[Steve James]] || Curtis Jackson || || 1987&lt;br /&gt;
|- &lt;br /&gt;
|''[[Hostage (1987)|Hostage]]||||South African Soldiers||||1987 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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;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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date''' &lt;br /&gt;
|-&lt;br /&gt;
|''[[Strike Back - Season 3]]|||||||| &lt;br /&gt;
|-&lt;br /&gt;
|''[[Strike Back - Season 2]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|''[[Primeval]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tremors: The Series]]||||||||  &lt;br /&gt;
|-&lt;br /&gt;
|''[[Miami Vice]]|||||||| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&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;300&amp;quot;|'''Game 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;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Enter the Matrix]]||||||||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cross Fire (2007 VG)|Cross Fire]]''||&amp;quot;Armsel Striker&amp;quot; || ||||2007&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armsel Protecta ==&lt;br /&gt;
[[File:Protecta.jpg|thumb|right|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Armsel Protecta 7 inch.jpg|thumb|right|400px|Armsel Protecta with 7&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
The '''Armsel Protecta''' is an improved version of the original Striker designed for quicker reloading. It features an auto ejection mechanism, whereby some of the propellent gasses are vented off into the chamber and used to blast the previously fired shell backwards out of the ejection port into a large shell deflector, which is the most obvious external difference between the Protecta and the original Striker (the original Striker had to manually eject its fired rounds via an ejector rod).&lt;br /&gt;
&lt;br /&gt;
In order to prevent a live shell being ejected when a fully loaded Protecta is fired, a special loading gate was added which prevents the first round being ejected, but opens as the drum rotates after the first shot so subsequent empty shells are ejected. Because a used shell is only ejected when the next round is fired, the last shell in the drum still has to be manually advanced to the ejection port position and ejected with the ejector rod.&lt;br /&gt;
&lt;br /&gt;
The clockwork mechanism on the drum was also removed in order to speed up reloading (resulting in the deletion of the winding key and also the rear drum advance lever). The drum of the Protecta is manually advanced after each shot by rotating the entire barrel shroud and attached forwards grip slightly to the right and then back again. Due to this the Protecta is not actually a semi-automatic shotgun so any depictions of it as such are incorrect.&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;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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Kick-Ass]]|||| Thug ||M4 style stock||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlestar Galactica: The Plan]]|||||||| 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Doomsday]]||[[Chris Robson]]||Miller|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlestar Galactica: Razor]]|||||||| 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[the Punisher (2004)|The Punisher]]||[[Mark Collie]]||Harry Heck|| ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[Vares: Private Eye]]||Tuula Nyman||Jarmo's mother|| 7 inch barrel ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ballistic: Ecks vs. Sever]]||[[Antonio Banderas]]||Ecks|| ||2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rapid Fire]]|| ||Mobsters|| ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[American Ninja 4: The Annihilation]]'' || || Commandos and rebels || || 1990&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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;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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlestar Galactica]]||||||||2004 - 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate: Atlantis]]||||||||2004 - 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate: SG1]]||[[Richard Dean Anderson]]||General Jack O'Neill||Configured to fire grenade rounds||1997-2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate: SG1]]||[[Ben Browder]]||Lt. Colonel Cameron Mitchell||Configured to fire grenade rounds||1997-2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Alarm für Cobra 11 - Die Autobahnpolizei]] ||.|| Thugs ||.|| 1996-present&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;250&amp;quot;|'''Game 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;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Söldner: Secret Wars]]'' ||  || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Army Of Two]]'' || DAO-X || || Automatic || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto V|Grand Theft Auto Online]]'' || Sweeper Shotgun || || with Striker drum advance lever and clockwork mechanism; added with the &amp;quot;Bikers&amp;quot; DLC || 2013&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SWD/Cobray Street Sweeper ==&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|right|500px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge. Note the Cobray logo on the side.]]&lt;br /&gt;
[[File:SWD-StreetSweeper.jpg|thumb|right|500px|SWD/Cobray Street Sweeper with 18 inch barrel - 12 gauge. Because all legally owned Street Sweepers in the United States are &amp;quot;destructive devices,&amp;quot; very few remain in this configuration as there is no law governing the required barrel length of a DD.]]&lt;br /&gt;
&lt;br /&gt;
The '''Street Sweeper''' is the American-made copy of the Striker; the standard commercial version was recognizable by its longer 18&amp;quot; barrel, which was necessary to comply with U.S. firearms laws for over the counter shotgun sales. There were short barreled versions of the Street Sweeper, but like all short barreled shotguns, it required a tax stamp and was a strongly regulated device.  When the Clinton Administration declared the civilian version of the Street Sweeper to be a 'destructive device' (like a mortar or a rocket launcher) in 1993, nearly all commercial sales ceased, all existing owners were contacted by the ATF with demands to register their weapons, and the remaining samples in the chain of commerce could only be sold to holders of Federal Destructive Device Permits.&lt;br /&gt;
&lt;br /&gt;
Although it is a copy of the Striker, there is a relatively low interchangeability of parts between the two guns. The Sweeper lacks the rear drum advance lever of the Striker and has its own distinctive key in the front of the drum to wind the 'clockwork' mechanism like the original Striker shotgun. The Sweeper's winding key has an oblong, flat grip, as opposed to the thicker, more squared key of the Armsel or Sentinel Strikers.&lt;br /&gt;
&lt;br /&gt;
The Street Sweeper is usually seen in American action films, whereas the Striker and Protecta are more likely to appear in films made outside of the U.S. &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;
!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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Class of 1999]] || || || ||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Another 48 Hrs.]] || [[David Anthony Marshall]] || Willie Hickok || || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Total Recall (1990)|Total Recall]] || [[Michael Ironside]] || Richter || Heavily Modified || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Total Recall (1990)|Total Recall]] ||  || Mars Colony Troops || Heavily Modified || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hard Hunted]] || [[Bruce Penhall]] || Bruce Christian ||  || 1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hard Hunted]] || [[Dona Speir]] || Donna Hamilton ||  || 1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rapid Fire]] || ||Henchman || ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fit to Kill]]'' || [[Dona Speir]] || Donna Hamilton || Footage from ''[[Hard Hunted]]'' || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Men of War (1994)|Men of War]]'' || [[Dolph Lundgren]] || Nick Gunar || added muzzle-brake || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Dallas Connection]]'' || [[Gerald Okamura]] || Fu || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bad Blood]]'' || [[Lorenzo Lamas]] || Travis Blackstone || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Top Dog]]'' || || A Neo Nazi terrorist || || 1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Set It Off]]''||[[Dr. Dre]]||Black Sam||||1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[Godzilla (1998)|Godzilla]]''||||U.S. Army Soldiers||||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[American Dragons]]||[[Don Stark]]||Rocco||wielded with Desert Eagle||1998 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Return to Savage Beach]]'' || [[Cristian Letelier]] || J. Tyler Ward || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In China They Eat Dogs]]'' || [[Kim Bodnia]] || Harald Blixen || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In China They Eat Dogs]]'' || || A gangster || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''A.T.F.'' || || US Senator || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Crew (2000)|The Crew]]'' || [[Mike Moroff]] || Jorge ||  || 2000&lt;br /&gt;
|-&lt;br /&gt;
|''[[Route 666]]''||||Russian mobster||||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In Her Line of Fire]]'' || [[David Keith]] || Vice President Walker || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In Her Line of Fire]]'' || || The rebels || || 2006&lt;br /&gt;
|-&lt;br /&gt;
|''[[Death Sentence]]''||||||||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Smokin' Aces]]''||[[Kevin Durand]]||Jeeves Tremor||||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Interceptor (Zapreshchyonnaya Realnost), The|The Interceptor (Zapreshchyonnaya Realnost)]]''||||Kurylo's special forces soldier||||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Elephant White]]'' || [[Djimon Hounsou]] || Curtie Church|| modified with unknown custom-made attachment || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Jerry Cotton]]'' || [[Oliver Kalkofe]] || Big Morrow|| gold plated|| 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[New Kids Nitro]]'' ||  || female Schijndel gang member|| || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wicked Blood]]''||||thug||||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tokarev]]'' || [[Nathan O'Neil Smith]] || Anton's thug || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tokarev]]'' || || Russian Mafia || || 2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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;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;350&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Burn Notice]]''||||||||2007- 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Supernatural - Season 5]]''||[[Bruce Ramsay]]||Paul|| Short barreled / &amp;quot;99 Problems&amp;quot; (S05E17) ||2010&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;|'''Game 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;
|''[[Enter the Matrix]]'' || Street Sweeper Shotgun|| || || 2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Resident Evil 4]]'' || Striker || || With Protecta automatic ejection and no wind-up key || 2005&lt;br /&gt;
|-&lt;br /&gt;
|[[Resident Evil 5]] || Jail Breaker || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Alliance of Valiant Arms]]'' || || || With Protecta automatic ejection and shell deflector || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlefield 3]]''||DAO-12||8-round default magazine, various optics|| With Protecta automatic ejection and shell deflector ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlefield 4]]''||DAO-12||correct 12-round magazine, various attachments || With Protecta automatic ejection and shell deflector ||2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anime ===&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;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;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Desert Punk]]''|||| ||2004&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sentinel/Penn Arms Striker-12 ==&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|right|500px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Stryker12.jpg|thumb|right|500px|Sentinel/Penn Arms Striker-12 with stubby 7&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12.jpg|thumb|right|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Penn Arms Striker-12.jpg|thumb|right|500px|Penn Arms Striker-12 with 7&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
The Sentinel Arms (later Penn Arms, now a part of [[Combined Systems]]) '''Striker-12''' is a licensed American version of the Armsel Striker (Cobray's Street Sweeper was a cheap knock-off copy of the Striker). Patent rights to produce and sell the Striker in the United States was purchased from Armsel by Grant W. Stapleton of Sentinel Arms Corporation in the early eighties, who then upgraded the shotgun to commercial U.S. standards.&lt;br /&gt;
&lt;br /&gt;
The Striker-12 improved on the Armsel design, featuring an improved winding key and the addition of a thumb tab on the right side of the drum magazine next to the trigger guard, used to open and close the ejection port (which is the distinguishing feature differing the model from all other variants). Unlike the original Striker, initial models lacked the rear drum advance lever; the manual instead tells the users to advance the drum with the winding key during reloads.&lt;br /&gt;
&lt;br /&gt;
Later models also adds the auto ejection mechanism from the Protecta and the rear drum advance lever from the Striker, essentially combining all the best parts of all the variants into one variant. This variant can be distinguished by having the thumb tab on the side of the magazine, ''and'' the rear-mounted drum advance lever from the Striker, ''and'' the large shell deflector from the Protecta.&lt;br /&gt;
&lt;br /&gt;
A large number of video games depict the ejection port button as a drum advance lever, following its depiction as such in the 2009 video game ''[[Call of Duty: Modern Warfare 2]]''. There is no evidence that this works in reality.&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;
!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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Break (1991)]]'' ||[[Vincent Klyn]] || War Child || || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Desperado]]''||[[Antonio Banderas]]||El Mariachi||||1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Spawn]]''||[[John Leguizamo]]||The Clown||Short barreled version portrayed as a grenade launcher||1997&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;|'''Game 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;
| ''[[Max Payne 2: The Fall of Max Payne]]'' || Striker || w/ 7 inch barrel || Later model || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]] || DAO-12 || || Early model || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto IV]]: The Lost and Damned''||Assault Shotgun|| w/ cut-down 18-inch barrel, full auto mode and 8-round drum|| Later model ||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Modern Warfare 2]]'' || Striker|| Various optional attachments || Early model with Armsel Protecta automatic ejection and shell deflector; ejection port button depicted as drum advance lever || 2009&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Call of Duty: Modern Warfare 3]]'' || Striker || Various optional attachments || Later model; ejection port button depicted as drum advance lever || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Payday 2]]''|| Street Sweeper || Various optional attachments || Later model; ejection port button depicted as drum advance lever ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warface]]'' || || || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops Cold War]]'' || Streetsweeper || Various optional attachments || Released during Season 1 ||2020&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Shotgun]]&lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Unknown_Soldier_(2017)&amp;diff=1464675</id>
		<title>The Unknown Soldier (2017)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Unknown_Soldier_(2017)&amp;diff=1464675"/>
		<updated>2021-12-03T14:44:00Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Suomi KP/-31 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Unknown Soldier &amp;lt;br&amp;gt; Tuntematon sotilas &lt;br /&gt;
|picture =UnknownSoldier17.jpg&lt;br /&gt;
|caption = ''Movie Poster''&lt;br /&gt;
|country =&lt;br /&gt;
[[Image:FIN.jpg|25px]] Finland&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
|director =Aku Louhimies&lt;br /&gt;
|date= October 27, 2017&lt;br /&gt;
|language = Finnish&amp;lt;br /&amp;gt;Russian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|distributor = SF Studios&lt;br /&gt;
|character1=Lammio&lt;br /&gt;
|character2=Antero &amp;quot;Antti&amp;quot; Rokka&lt;br /&gt;
|character3=Rahikainen&lt;br /&gt;
|character4=Koskela&lt;br /&gt;
|character5=Kariluoto&lt;br /&gt;
|character6=Sirkka&lt;br /&gt;
|character7=Asumaniemi&lt;br /&gt;
|actor1=[[Samuel Vauramo]]&lt;br /&gt;
|actor2=[[Eero Aho]]&lt;br /&gt;
|actor3=[[Andrei Alens]]&lt;br /&gt;
|actor4=[[Jussi Vatanen]]&lt;br /&gt;
|actor5=[[Johannes Holopainen]]&lt;br /&gt;
|actor6=[[Marketta Tikkanen]]&lt;br /&gt;
|actor7=[[Eemeli Louhimies]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Unknown Soldier''''' (Finnish: ''Tuntematon sotilas'') is a 2017 Finnish war drama movie directed by Aku Louhimies (''[[Tears of April]]'') based on the novel of the same name by Väinö Linna from 1954. The film is the story of a Finnish machine gun company during the Continuation War. It shows how friendship, humor, and the will to live unite these men on their way there and back. The war changes the lives of each of the soldiers as well as the lives of those on the home front, and also leaves its mark on the entire nation. This is the third filming of the novel after the [[Unknown Soldier, The (1955)|1955]] and [[Unknown Soldier, The (1985)|1985]] versions. It was released for the 100th anniversary of the Finnish independence (December 6, 1917) and was shot almost entirely with natural light such as the 2015 movie ''[[Revenant, The (2015)|The Revenant]]''.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Unknown Soldier}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
2nd Lieutenant Kariluoto ([[Johannes Holopainen]]) and other officers use [[Luger P08]]. &lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:unknsold17_luger_1.jpg|thumb|none|600px|Kariluoto takes cover with his Luger during the first battle.]]&lt;br /&gt;
[[File:unknsold17_luger_1_2.jpg|thumb|none|600px|Kariluoto advances with his Luger on a Promotional Picture.]]&lt;br /&gt;
[[File:unknsold17_luger_2.jpg|thumb|none|600px|Finnish Colonel aims his Luger at retreating soldiers. A scene later it turns into a C96.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
Captain Kaarna ([[Pirkka-Pekka Petelius]], who played Hietanen in the 1985 version) uses a German [[Mauser C96]] pistol as his personal firearm.&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|300px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser.]]&lt;br /&gt;
[[File:unknsold17_c96_1.jpg|thumb|none|600px|Kaarna with his holstered C96 as he sees the situation of Kariluoto's unsuccessful attack. Note the WW1 German ''Stahlhelm'' M16 which is worn by him and his adjutant]]&lt;br /&gt;
[[File:unknsold17_c96_2.jpg|thumb|none|600px|&amp;quot;''Cut them down son of the North!''&amp;quot; He leads a new charge with his Mauser.]]&lt;br /&gt;
[[File:unknsold17_c96_3.jpg|thumb|none|600px|Wounded Finnish Colonel holds the pistol. A few moments earlier he is seen with a Luger.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
A [[Tokarev TT-33]] pistol is used by the leader of the Soviet raiding party during the night. Cpl. Rokka ([[Eero Aho]]) disarms him and fires the pistol at the rest of them.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:unknsold17_tt_1.jpg|thumb|none|600px|The soldier struggles with Rokka for the pistol.]]&lt;br /&gt;
[[File:unknsold17_tt_2.jpg|thumb|none|600px|Rokka fires the TT-33 at a Soviet soldier.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant P26==&lt;br /&gt;
Finnish soldiers including Rokka use Mosin-Nagant P26 rifles.&lt;br /&gt;
[[Image:Mosin18913rd.jpg|thumb|none|450px|Russian Mosin Nagant M1891 3rd configuration - 7.62x54mm R. &amp;lt;br /&amp;gt;The Finnish P26 looks the same.]]&lt;br /&gt;
[[File:unknsold17_MNP1.jpg|thumb|none|600px|Susi ([[Arttu Kapulainen]]) holds his Mosin Nagant.]]&lt;br /&gt;
[[File:unknsold17_MNP2.jpg|thumb|none|600px|Rokka with a slinged rifle.]]&lt;br /&gt;
[[File:unknsold17_MNP3.jpg|thumb|none|600px|The rifle over his back during the victory parade in Petrozavodsk.]]&lt;br /&gt;
[[File:unknsold17_MNP4.jpg|thumb|none|600px|Many Mosin Nagant P26 (and other variants) rifles in the barracks.]]&lt;br /&gt;
[[File:unknsold17_MNP_1.jpg|thumb|none|600px|Kariluoto holds a Mosin Nagant after the ambush of Soviet soldiers in a deleted scene.]]&lt;br /&gt;
[[File:unknsold17_MNP5.jpg|thumb|none|600px|Susi aims his rifle during the retreat.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M/28==&lt;br /&gt;
Vanhala ([[Hannes Suominen]]) and some other Finns use [[M28 Finnish Mosin-Nagant Rifle]]s. The marching German column which Rokka encounters seems also carry this rifles instead of [[Karabiner 98k]]s.&lt;br /&gt;
[[Image:Finnish M28.jpg|thumb|none|400px|Mosin Nagant M/28, &amp;quot;Suojeluskuntain Pystykorva&amp;quot; -7.62x54mm R]]&lt;br /&gt;
[[File:unknsold17_M28_1.jpg|thumb|none|600px|The slinged M28 over his back.]]&lt;br /&gt;
[[File:unknsold17_M28_2.jpg|thumb|none|600px|Another view of the barrel.]]&lt;br /&gt;
[[File:unknsold17_M28_3.jpg|thumb|none|600px|He exchanges his M28 with a KP/-31.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M/39==&lt;br /&gt;
Some [[M39 Finnish Mosin-Nagant Rifle|Finnish M39]] rifles are also used by Finnish troops including Corporal Hietanen ([[Aku Hirviniemi]]) and Lehto ([[Severi Saarinen]]).&lt;br /&gt;
[[File:Finnish M39 Rifle.JPG|thumb|none|450px|Finnish Mosin-Nagant M/39 &amp;quot;Ukko-Pekka&amp;quot; - 7.62x54mm R]]&lt;br /&gt;
[[File:unknsold17_m39_1.jpg|thumb|none|600px|Two Finnish soldiers with the rifles on the right.]]&lt;br /&gt;
[[File:unknsold17_m39_2.jpg|thumb|none|600px|Close-up of Hietanen's rifle.]]&lt;br /&gt;
[[File:unknsold17_m39_3.jpg|thumb|none|600px|The barrel of his rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
Soviet soldiers use correct [[Mosin Nagant M91/30]] rifles, unlike the previous two versions in which they used Finnish variants. &lt;br /&gt;
[[Image:M9130.jpg|thumb|none|450px|Soviet Mosin Nagant M91/30 - 7.62x54mm]]&lt;br /&gt;
[[File:unknsold17_mosin1.jpg|thumb|none|600px|Some M91/30s in a cleared out Soviet foxhole.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M/27==&lt;br /&gt;
A [[M39 Finnish Mosin-Nagant Rifle|Mosin-Nagant M/27]] (specially for Ski Troopers) is also seen held by a Finnish soldier.&lt;br /&gt;
[[Image:Finnish M27.jpg|thumb|none|400px|Mosin-Nagant M/27 with sight protector for the bayonet -7.62x54mm R]]&lt;br /&gt;
[[File:unknsold17_mn27.jpg|thumb|none|600px|The soldier in front of Hietanen marches with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti L-39==&lt;br /&gt;
Finnish soldiers use a [[Lahti L-39]] anti-tank rifle against a T-34/76.&lt;br /&gt;
[[Image:Lahti.jpg|thumb|none|450px|Lahti L-39 - 20x138mm B]]&lt;br /&gt;
[[File:unknsold17_la39.jpg|thumb|none|600px|A Finn manning the AT rifle.]]&lt;br /&gt;
[[File:unknsold17_l39_1.jpg|thumb|none|600px|Kariluoto gives the order to fire.]]&lt;br /&gt;
[[File:unknsold17_l39_2.jpg|thumb|none|600px|Rear view.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
A [[Tokarev SVT-40 Rifle]] is briefly seen held by a Finn.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:unknsold17_svt.jpg|thumb|none|600px|The muzzle is seen behind Sihvonen.]]&lt;br /&gt;
[[File:unknsold17_dp1.jpg|thumb|none|600px|The soldier on the left marches with a SVT-40.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
 &lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
A lot Finnish soldiers are armed with [[Suomi KP/-31]]s. Both 71-round drum and 50-round quad-stack &amp;quot;coffin&amp;quot; magazines are seen.&lt;br /&gt;
[[File:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Kp1.jpg|thumb|none|600px|Antti Rokka with his KP in a Soviet trench.]]&lt;br /&gt;
[[File:unknsold17_kp2.jpg|thumb|none|600px|He empties his KP at retreating Soviet soldiers.]]&lt;br /&gt;
[[File:unknsold17_kp3.jpg|thumb|none|600px|Kariluoto does the same with his drum fitted KP.]]&lt;br /&gt;
[[File:unknsold17_kp5.jpg|thumb|none|600px|Rokka aims at a Soviet squad during the night.]]&lt;br /&gt;
[[File:unknsold17_kp6.jpg|thumb|none|600px|Kariluoto takes cover during the last charge.]]&lt;br /&gt;
[[File:unknsold17_kp_1.jpg|thumb|none|600px|Rokka holds his KP/-31 at the ready.]]&lt;br /&gt;
[[File:unknsold17_kp_2.jpg|thumb|none|600px|Private Asumaniemi ([[Eemeli Louhimies]], son of director Aku Louhimies) fires his KP/-31.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
A German soldier is seen with a [[MP40]] while driving a motorcycle with an officer.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:unknsold17_mp.jpg|thumb|none|600px|The German soldier with his slinged MP40 when he drives past the truck of Rokka.]]&lt;br /&gt;
&lt;br /&gt;
==PPD-40==&lt;br /&gt;
Some Soviet soldiers are armed with [[PPD-40]] SMGs.&lt;br /&gt;
[[File:PPD40.jpg|thumb|none|400px|PPD 40 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:unknsold17_kp4.jpg|thumb|none|600px|&amp;quot;''Don't point your weapon at me, it will be the death of you.''&amp;quot; &amp;lt;br /&amp;gt; Rokka removes the drum magazine from a dead Soviet soldier's PPD-40.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is briefly seen used by a Soviet Captian and Antti Rokka during the night trench raid.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 Submachine Gun - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:unknsold17_ppsh1.jpg|thumb|none|600px|The wounded Captian tries to use his PPSh.]]&lt;br /&gt;
[[File:unknsold17ppsh2.jpg|thumb|none|600px|Rokka aims the PPSh at the rest of the soldiers.]]&lt;br /&gt;
[[File:unknsold17_ppsh3.jpg|thumb|none|600px|He fires blindly at retreating Soviets.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27/28==&lt;br /&gt;
Finnish and Soviet soldiers use [[Degtyaryov DP Series Machine Gun|DP-27/28]].&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|400px|Degtyaryov DP-27 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:unknsold17_dp1.jpg|thumb|none|600px|Finnish soldier on the left marching with the mg.]]&lt;br /&gt;
[[File:unknsold17_dp2.jpg|thumb|none|600px|The abandoned DP behind Vanhala.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
[[Lahti-Saloranta LS/26]] lmgs are used by Finnish soldiers.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|400px|Lahti-Saloranta LS/26 - 7.62x54mm R]]&lt;br /&gt;
[[File:unknsold17_LS261.jpg|thumb|none|600px|A Finnish soldier fires the lmg during the first charge.]]&lt;br /&gt;
[[File:unknsold17_LS262.jpg|thumb|none|600px|The same soldier aims again.]]&lt;br /&gt;
[[File:unknsold17_LS263.jpg|thumb|none|600px|Finnish soldiers awaitng a Soviet attack.]]&lt;br /&gt;
[[File:unknsold17_LS264.jpg|thumb|none|600px|Close-up as Lieutenant Kariluoto introduces the soldier.]]&lt;br /&gt;
[[File:unknsold17_LS26_1.jpg|thumb|none|600px|The soldier retreats with his lmg.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim M/09-21==&lt;br /&gt;
The [[Maxim#Maxim_M.2F09-21|Maxim M/09-21]] is used by Finnish soldiers. During the river crossing Rokka fires this Maxim.&lt;br /&gt;
[[File:FinnMaximM21.jpg|thumb|none|400px|Maxim M/09-21 - 7.62x54mmR]]&lt;br /&gt;
[[File:unknsold17_maxim09_1.jpg|thumb|none|600px|Finnish soldiers open fire with their battlecry: &amp;quot;''Fire at their nuts!''&amp;quot;.]]&lt;br /&gt;
[[File:unknsold17_maxim09_2.jpg|thumb|none|600px|The Maxim in action by Lehto while surppressing a Soviet MG position.]]&lt;br /&gt;
[[File:unknsold17_maxim09_3.jpg|thumb|none|600px|Rear view of the same Maxim.]]&lt;br /&gt;
[[File:unknsold17_maxim09_4.jpg|thumb|none|600px|Rokka prepares the Maxim after the river crossing.]]&lt;br /&gt;
[[File:unknsold17_maxim09_5.jpg|thumb|none|600px|He fires at a Soviet MG position.]]&lt;br /&gt;
[[File:unknsold17_maxim09_6.jpg|thumb|none|600px|Left view of his Maxim as he gives order to attack the trench.]]&lt;br /&gt;
[[File:unknsold17_maxim09_7.jpg|thumb|none|600px|Closer view of Lahtinen's ([[Joonas Saartamo]]) in January 1942.]]&lt;br /&gt;
[[File:unknsold17_maxim09_8.jpg|thumb|none|600px|Sihvonen ([[Kimi Vilkkula]]) is responsible for the supply of cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim M1910==&lt;br /&gt;
A [[Maxim M1910]] is briefly seen carried by a Finnish soldier during the first battle.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|400px|Maxim 1910 with 'Sokolov' wheel mount, w/o shield - 7.62x54mmR]]&lt;br /&gt;
[[File:unknsold17_maxim10.jpg|thumb|none|600px|The Finn holds the Maxim.]]&lt;br /&gt;
&lt;br /&gt;
==DS-39==&lt;br /&gt;
The Finnish squad encounters a [[Degtyaryov DS-39]] machine gun after the river crossing.&lt;br /&gt;
[[File:Ds 39 machine gun.jpg|thumb|none|400px|Degtyaryov DS-39 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:unknsold17_Dshk1.jpg|thumb|none|600px|A Soviet soldier fires the DS-39.]]&lt;br /&gt;
[[File:unknsold17_Dshk2.jpg|thumb|none|600px|The knocked out MG positon.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim M1910/30==&lt;br /&gt;
A Soviet MG nest is armed with a [[Maxim M1910/30]].&lt;br /&gt;
[[File:1910-30.jpg|thumb|none|450px|Russian Maxim 1910/30 machine gun - 7.62x54mmR]]&lt;br /&gt;
[[File:unknsold17_Maxim30.jpg|thumb|none|600px|Rokka next to the Maxim position.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/76 and T-34/85s are armed with [[Degtyaryov DT]]s. &lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:unknsold17_DT.jpg|thumb|none|600px|The T-34/76 fires the DT.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==Harjoituskranaatti M/41==&lt;br /&gt;
Finnish soldiers use Harjoituskranaatti M/41 (&amp;quot;practice grenade M41&amp;quot;) instead of Varsikranaatti M/32 stick grenades.&lt;br /&gt;
[[File:M16stick.jpg|thumb|none|300px|Model 16 Stielhandgranate, the Harjoituskranaatti M/41 looks similar.]]&lt;br /&gt;
[[File:unknsold17_stickgre1.jpg|thumb|none|600px|Kariluoto prepares a stick grenade.]]&lt;br /&gt;
[[File:unknsold17_stickgre2.jpg|thumb|none|600px|Rokka near M/41s.]]&lt;br /&gt;
[[File:unknsold17_stickgre3.jpg|thumb|none|600px|Two grenades on Rokka's belt.]]&lt;br /&gt;
[[File:unknsold17_stickgre4.jpg|thumb|none|600px|He takes a grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Kasapanos Explosive Charge==&lt;br /&gt;
Finnish soldiers use improvised &amp;quot;Kasapanos&amp;quot; explosive charges made of 4 bricks of TNT around Varsikranaatti M/32 stick grenades.&lt;br /&gt;
[[File:unknsold17_SatChar1.jpg|thumb|none|600px|Lieutenant Koskela ([[Jussi Vatanen]]) takes a Kasapanos.]]&lt;br /&gt;
[[File:unknsold17_SatChar2.jpg|thumb|none|600px|Two improvised Kasapanos on the ground.]]&lt;br /&gt;
[[File:unknsold17_SatChar3.jpg|thumb|none|600px|Koskela crawls with a Kasapanos and a muddy Kp/-31.]]&lt;br /&gt;
[[File:unknsold17_SatChar4.jpg|thumb|none|600px|He prepares the satchel charge.]]&lt;br /&gt;
&lt;br /&gt;
==M32 Egg grenade==&lt;br /&gt;
Some Finnish M32 Egg grenades are used by Vanhala ([[Hannes Suominen]]) during the last battle.&lt;br /&gt;
[[Image:FinnishM32egg.jpg|thumb|none|100px|Finnish M32 drop shaped Egg grenade.]]&lt;br /&gt;
[[File:unknsold17_EggGre.jpg|thumb|none|600px|Vanhala is about to throw a grenade in a Soviet trench.]]&lt;br /&gt;
[[File:unknsold17_EggGre2.jpg|thumb|none|600px|Another view of his bundle of grenades.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==76.2-mm M1902 Putilov Field Gun==&lt;br /&gt;
[[File:Putilov76mm.jpg|thumb|none|400px|76.2-mm M1902 Putilov Field Gun]]&lt;br /&gt;
[[File:unknsold17_fieldgun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:unknsold17_fieldgun2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155 C, mle 1917 Schneider==&lt;br /&gt;
[[File:155mm m1917 Schneider Hameenlinna 1.jpg|thumb|none|400px|Canon 155mm Mle. 1917]]&lt;br /&gt;
[[File:unknsold17_howitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:unknsold17_howitzer2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 35==&lt;br /&gt;
Finnish soldiers use [[Tellermine 35|Tellerminen 35]].&lt;br /&gt;
[[File:Tellermine35.jpg|thumb|none|300px|Tellermine 35]]&lt;br /&gt;
[[File:unknsold17_Tm.jpg|thumb|none|600px|Corporal Hietanen approaches a T34/76.]]&lt;br /&gt;
[[File:unknsold17_Tm1.jpg|thumb|none|600px|He crawls with the mine.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
A [[Bofors 40mm]] is seen after the taking of Petrozavodsk&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:unknsold17_Bofors.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==OSP-30 Flare Pistol==&lt;br /&gt;
Rokka fires a [[OSP-30 Flare Pistol]].&lt;br /&gt;
[[Image:OSP-30.jpg|thumb|none|350px|Russian OSP-30 Flare Pistol 26.5mm]]&lt;br /&gt;
[[File:unknsold17_Flare.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==T34/76==&lt;br /&gt;
[[File:unknsold17_t34-76.jpg|thumb|none|600px|T-34 Model 1943 (unofficially known as the T-34/76D, E and F) with a 7.62cm F-34 main gun)]]&lt;br /&gt;
&lt;br /&gt;
==T34/85==&lt;br /&gt;
[[File:unknsold17_t34-85.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Finnish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=MBA_Gyrojet&amp;diff=1453067</id>
		<title>MBA Gyrojet</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=MBA_Gyrojet&amp;diff=1453067"/>
		<updated>2021-11-08T01:57:38Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Film */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Gyrojet''' is a family of weapons developed in the 1960s by MB Associates. They are named after their gyroscopically stabilizing projectiles. Instead of firing bullets, Gyrojet weapons fire miniature rockets, each containing their own rocket propellant. The rockets leave the barrel with low velocity (famously, enough that the Bugs Bunny trick of sticking a finger in the end of the barrel will actually stop the projectile), but continues to accelerate through its flight as they burn through their propellant (with roughly 0.12 seconds of burn time), reaching about 380 m/s at 9.1 m, with the 180 grain rocket having about twice as much energy as a .45 ACP round. Instead of using rifling to spin the projectiles and stabilize them, diagonal vented ports are used to make the rockets spin.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular conception, the rockets are not explosive. The term rocket merely defines the projectile's rocket-propelled nature.&lt;br /&gt;
&lt;br /&gt;
While overall failing to catch on due to numerous problems, Gyrojet pistols actually saw some combat service with MACV SOG operators in Vietnam (SOG having purchased the pistols under the mistaken impression they were silent), including being used by First Lieutenant George Kenton Sisler, SOG's first Medal of Honor recipient. The all-service A/P25S-5A &amp;quot;pen flare&amp;quot; was also directly derived from Gyrojet technology.&lt;br /&gt;
&lt;br /&gt;
'''The Gyrojet Pistol/Carbine/Rifle are seen in the following:'''&lt;br /&gt;
&lt;br /&gt;
==Pistol==&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|right|400px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:Gyrojet Mark 1 Model B Short barrel.jpg|thumb|right|400px|Gyrojet Mark 1 Model B &amp;quot;Survival Pistol&amp;quot; - 13mm. The &amp;quot;Survival Pistol&amp;quot; featured a short telescoping barrel that can be pushed in for storage and pulled out to clear the hammer and improve accuracy. The survival pistol came with a small survival kit that included various projectiles like flares and spears. There are also two different kits: one featured a motorized spear that is propelled by a standard Gyrojet round like a rifle grenade. The second featured its own launchjet rocket engine, which ignites by stroking of the gyrojet rocket on its end.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|thumb|right|400px|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&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;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&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;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Murderers' Row]]'' || [[Karl Malden]] || Julian Wall || Pistol and Pepperbox Prop || 1966&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | ''[[You Only Live Twice]]''|| [[Tetsuro Tamba]] || Tiger Tanaka ||  || rowspan=2 | 1967&lt;br /&gt;
|-&lt;br /&gt;
| [[Karin Dor]]||Helga Brnadt|| Held this gun in the promotional materials&lt;br /&gt;
|-&lt;br /&gt;
| ''Collision Course'' || [[Tom Noonan]] || Scully || || 1989&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;200&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shellshock Nam '67]]'' || Rocket Pistol || || Incorrectly only has a 2-round magazine ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' || Gyrojet Rocket Pistol || || Holds 6 rounds ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phantom Forces]]'' || Gyrojet Mark I || || ||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phantom Doctrine]]'' || &amp;quot;Gyro-gun&amp;quot; || Can be modified with pistol suppressor, various kinds of ammunition, barrel, magazine, &amp;quot;receiver&amp;quot; and trigger modifications. || || 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;275&amp;quot;|'''Film Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[New Dream Hunter Rem: Massacre in the Phantasmic Labyrinth]]'' ||  || is seen in the Geppetto base ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gungrave]]'' || Unknown || ||2002&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;
==Carbine==&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|right|400px|Gyrojet Mark 1 Model B Military Carbine - 13mm. This was the early version of the carbine model of the Model B. It is based on the Model A carbine, but has had part of the stock removed and the carry handle elongated to allow the slide to be retracted.]]&lt;br /&gt;
[[File:Gyrojet-Rifle.JPG|thumb|right|400px|Gyrojet Mark 1 Model B Sporter Carbine - 13mm. This is the standard production variant which incorporates a standard Model B frame into a streamlined walnut stock.]]&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;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&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;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[You Only Live Twice]]''|| ||Ninja Commandos|| Both military and sporter versions seen. || 1967&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Games===&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;300&amp;quot;|'''Game 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;
| ''[[7.62 High Calibre]]'' || Gyrojet Mk.I Rocket Carbine || || Holds 6 rounds ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Depth]]'' ||  &amp;quot;UPR-17 Gyro Rifle&amp;quot; ||  ||  Added in Meltdown update || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phantom Forces]]'' || Gyrojet Carbine ||  ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Pistol]]&lt;br /&gt;
[[Category:Carbine]]&lt;br /&gt;
[[Category:Underwater Firearm]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Pancor_Jackhammer&amp;diff=1446526</id>
		<title>Pancor Jackhammer</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Pancor_Jackhammer&amp;diff=1446526"/>
		<updated>2021-10-05T07:35:00Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jackhammer.jpg‎|400px|thumb|right|Pancor Jackhammer Mk3-A2 mockup]]&lt;br /&gt;
[[File:Jackhammerprototype.jpg|thumb|right|400px|Pancor Jackhammer toolroom prototype with MP5SD handguard - 12 gauge.]] &lt;br /&gt;
[[File:Pancor Jackhammer Mk1.jpg‎|400px|thumb|right|Pancor Jackhammer toolroom prototype in original configuration - 12 gauge]]&lt;br /&gt;
The '''Jackhammer''' is a bullpup automatic shotgun which never entered production, using a revolver-style detachable cylinder (referred to as a &amp;quot;cassette&amp;quot;) with a rotating action similar to the British [[Webley-Fosbery Automatic Revolver]], and a gas-seal system similar to that of the [[Nagant Revolver]], though with the barrel moving back to form the seal instead of the cylinder moving forward. A forward-back pump-action forend is used to cock the weapon initially, after which it indexes automatically. The mechanism is indexed by a cam on an operating rod attached to the barrel, which moves in a zig-zag groove to rotate the cylinder to the next chamber with each forward-back motion. The barrel is blown forward by gas tapped from the bore and returned under spring pressure.&lt;br /&gt;
&lt;br /&gt;
It is often seen in videogames as a &amp;quot;super shotgun;&amp;quot; the Jackhammer's popularity is due, in large part, to the futuristic look of the weapon, and sometimes mistakenly described as the only fully automatic shotgun in existence. There is an element of unreality in featuring the Jackhammer in any context, as the weapon never made it past prototype stage; only two guns capable of firing in fully automatic mode were ever made. The real guns had problems with cassette grooves needing to be manufactured to extremely tight tolerances for the weapon to cycle correctly; typically, the full-auto guns could only manage two or three shots sequentially before failing to cycle. The weapon's design was also cumbersome and uncomfortable to shoot. A well-known fact is that more Jackhammers have appeared in any given work of fiction than ever existed in real life.&lt;br /&gt;
&lt;br /&gt;
One unique feature was that the ammunition cassette could theoretically be combined with an additional assembly containing an array of strikers and a pressure plate to turn it into an ersatz landmine, referred to as the &amp;quot;bear trap.&amp;quot; The precise utility of this is debatable since the plate was almost as large as another cassette and the &amp;quot;mine&amp;quot; would expend ten rounds to kill one person, even if it was guaranteed someone would actually stand on it. Regardless, only plastic mockups were ever made in order to test the mechanical workings, and no fully functional examples ever existed. Some sorces also state that the magazine came loaded and was sealed at the factory meaning that it could not be reloaded with standard shells, however any remaining examples of this Jackhammer are loaded from standard 2 3/4&amp;quot; 12 gauge shells so this idea appears to not have been implemented. Even if this device ''were'' implemented and adopted, the the 1997 Ottawa Treaty and the voluntary US ban on &amp;quot;persistent&amp;quot; landmines would have soon brought an end to it.&lt;br /&gt;
&lt;br /&gt;
Two pre-production weapons were subject to full destructive testing, and just one functional Jackhammer remains in existence, a heavy toolroom prototype with a cylinder which accepts standard 12-gauge shells. This is not the final version, and among other things requires that the weapon be almost completely dismantled in order to reload it. For a time this weapon was owned by designer John Anderson; it was later sold to a movie armourer and fitted with the handguard grip of an [[MP5SD]] since the original smooth forend was thought to be too slick to reliably operate. This modification has followed to certain videogame renditions of the Jackhammer as the weapon has been used as a reference piece. The weapon is currently registered to a collector in New York.&lt;br /&gt;
&lt;br /&gt;
After initial military testing, John Anderson continued development of the Jackhammer into the Mk3-A2 version. This model is the one that most often appears in media, despite being even less &amp;quot;real&amp;quot; than the original. It can be most easily identified by the sight rib, which rather than being a relatively flimsy stamped piece, is now a single piece aluminium casting with a distinct pattern of lightening cuts with a long slot with three circular holes. Only a single example of the Mk3-A2 is known to exist today and is an unfinished non-functional example lacking several key internal components. However, it is legally registered as a machine gun, and would be legal to build into a fully automatic firing example if it's owner decided so.&lt;br /&gt;
&lt;br /&gt;
'''The Pancor Jackhammer can be seen in the following video games:'''&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(Designed in 1984 and patented 1987, never produced)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Shotgun&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 12 gauge preloaded (production), standard 12 gauge (prototype)&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 10.1 lbs (4.57 kg), about 14 pounds for toolroom prototype&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 31 in (78.7 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 20.7 in (52.5 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 10-Round preloaded ammunition cassette (production), 10-round revolver cylinder (prototype)&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Semi / Full-Auto&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;|'''Game 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;
| ''[[Fallout 2]]'' || || || ||1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Delta Force: Land Warrior]]'' || || || ||2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project IGI: I'm Going In]]'' || || ||Incorrect 12-round capacity ||2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Max Payne (video game)|Max Payne]]'' || || || Incorrect 12-round capacity||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fallout Tactics]]'' || || || ||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sum of All Fears, The (VG)|The Sum Of All Fears]]'' ||12ga Auto SG || || ||2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project IGI 2: Covert Strike]]'' || || ||Incorrect 12-round capacity ||2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six 3: Iron Wrath]]'' || || || ||2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Söldner: Secret Wars]]'' || || || ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry]]'' || || || ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]]'' || || ||Incorrect 7-round capacity ||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deadhunt]]'' || || || ||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darkness, The|The Darkness]]'' || || ||Incorrect 64-round (!) capacity ||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cross Fire (2007 VG)|Cross Fire]]''||&amp;quot;Jackhammer&amp;quot; ||||Pre-production model||2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' ||Jachhammer Mk3A2 || w/ optional suppressor|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield Play4Free]]'' ||MK3A1|| || ||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 3]]'' ||MK3A1 || ||Back to Karkand expansion, &amp;lt;br&amp;gt;incorrect 8 and 12-round capacities||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warface]]'' || Piledriver|| || ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon: Phantoms]]'' ||M3A1 ||shown with railed top || ||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' ||Pancor Jackhammer || || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike Online]]'' ||PJ Mk3A1 ||10 round mag || ||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Survarium]]'' || || || Version with MP5SD handguard ||2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || &amp;quot;Jackhammer&amp;quot;|| ||Version with MP5SD handguard ||2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ironsight]]'' || Jackhammer || || || 2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Shotgun]]&lt;br /&gt;
[[Category:Bullpup]]&lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Armsel_Striker_and_variants&amp;diff=1446523</id>
		<title>Armsel Striker and variants</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Armsel_Striker_and_variants&amp;diff=1446523"/>
		<updated>2021-10-05T06:49:49Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* SWD/Cobray Street Sweeper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Armsel Striker shotgun and its variants appears in the following films, TV shows, and video games used by the following actors:'''&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
&lt;br /&gt;
''(Mid-1980s ~ Present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Shotgun&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 12 gauge&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 12-round revolving cylinder&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' &amp;quot;Clockwork&amp;quot; tension-operate drum on most models, manual operation only on Protecta&lt;br /&gt;
&lt;br /&gt;
== Armsel Striker ==&lt;br /&gt;
[[File:Striker.jpg|thumb|right|400px|Armsel Striker - 12 gauge]]&lt;br /&gt;
The original '''Armsel Striker''' is a South African-manufactured cylinder shotgun, designed by Rhodesian Hilton Walker in the 1980s. Production was financed by the Armsel company, but actual production was done by another company called Aserma Manufacturing. Various versions existed, some with the top-folding stock, and others without.&lt;br /&gt;
&lt;br /&gt;
The Striker featured a unique revolver-like cylinder drum, giving it a rather high capacity for the time at 12 rounds. Unlike a revolver, the cylinder isn't turned by the trigger itself (which would give the weapon an extremely heavy trigger pull); instead, the drum is wound up with a clockwork mechanism, and every time the trigger is pulled, the tension from the mechanism turns the cylinder.&lt;br /&gt;
&lt;br /&gt;
Reloading the Striker is a long and drawn-out process; the Striker lacks an automatic extraction system, and the user needs to manually extract spent casings with an ejector rod, load in new rounds one by one (manually advancing the drum with the rear drum advance lever), and finally wind up the drum with the knob in front of the drum.&lt;br /&gt;
&lt;br /&gt;
Strikers are identified not only by the unique 'knob' that serves as the winding key in front of the drum, but also the drum advance lever on the back of the receiver. The Cobray guns don't have this lever.&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;280&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;450&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Observe and Report]]||||Yuen Brother||||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[District 9]]|||| Gunman ||barrel extension; laser sight||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[House of the Dead]]||[[Jürgen Prochnow]]||Captain Kirk||||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[In China They Eat Dogs]]||[[Slavko Labovic]]||Ratco||||1999&lt;br /&gt;
|-&lt;br /&gt;
|''[[World Is Not Enough, The|The World Is Not Enough]]||[[Maria Grazia Cucinotta]]||Cigar Girl|| extended barrel||1999&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bulletproof (1996)|Bulletproof]]||[[Jeep Swenson]]||Bledsoe ||full automatic sound effects||1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[Escape from L.A.]]||||||||1996 &lt;br /&gt;
|-&lt;br /&gt;
|''[[Fair Game (1995)|Fair Game]]||||||||1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Point of No Return]] || || One of the thugs ||||1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[RoboCop 3]] ||[[Daniel von Bargen]] || Moreno ||||1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Patriot Games]]||[[Patrick Bergin]]||Kevin O'Donnell||||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hard Boiled]]||[[Anthony Wong]]||Johnny Wong||||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[RoboCop 2]]|| ||Gun store robber||||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Laser Mission]]''||[[Brandon Lee]]||Michael Gold||||1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[American Ninja 2: The Confrontation]]'' || [[Steve James]] || Curtis Jackson || || 1987&lt;br /&gt;
|- &lt;br /&gt;
|''[[Hostage (1987)|Hostage]]||||South African Soldiers||||1987 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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;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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date''' &lt;br /&gt;
|-&lt;br /&gt;
|''[[Strike Back - Season 3]]|||||||| &lt;br /&gt;
|-&lt;br /&gt;
|''[[Strike Back - Season 2]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|''[[Primeval]]||||||||&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tremors: The Series]]||||||||  &lt;br /&gt;
|-&lt;br /&gt;
|''[[Miami Vice]]|||||||| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&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;300&amp;quot;|'''Game 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;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Enter the Matrix]]||||||||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cross Fire (2007 VG)|Cross Fire]]''||&amp;quot;Armsel Striker&amp;quot; || ||||2007&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armsel Protecta ==&lt;br /&gt;
[[File:Protecta.jpg|thumb|right|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Armsel Protecta 7 inch.jpg|thumb|right|400px|Armsel Protecta with 7&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
The '''Armsel Protecta''' is an improved version of the original Striker designed for quicker reloading. It features an auto ejection mechanism, whereby some of the propellent gasses are vented off into the chamber and used to blast the previously fired shell backwards out of the ejection port into a large shell deflector, which is the most obvious external difference between the Protecta and the original Striker (the original Striker had to manually eject its fired rounds via an ejector rod).&lt;br /&gt;
&lt;br /&gt;
In order to prevent a live shell being ejected when a fully loaded Protecta is fired, a special loading gate was added which prevents the first round being ejected, but opens as the drum rotates after the first shot so subsequent empty shells are ejected. Because a used shell is only ejected when the next round is fired, the last shell in the drum still has to be manually advanced to the ejection port position and ejected with the ejector rod.&lt;br /&gt;
&lt;br /&gt;
The clockwork mechanism on the drum was also removed in order to speed up reloading (resulting in the deletion of the winding key and also the rear drum advance lever). The drum of the Protecta is manually advanced after each shot by rotating the entire barrel shroud and attached forwards grip slightly to the right and then back again. Due to this the Protecta is not actually a semi-automatic shotgun so any depictions of it as such are incorrect.&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;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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Kick-Ass]]|||| Thug ||M4 style stock||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlestar Galactica: The Plan]]|||||||| 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Doomsday]]||[[Chris Robson]]||Miller|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlestar Galactica: Razor]]|||||||| 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[the Punisher (2004)|The Punisher]]||[[Mark Collie]]||Harry Heck|| ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ballistic: Ecks vs. Sever]]||[[Antonio Banderas]]||Ecks|| ||2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rapid Fire]]|| ||Mobsters|| ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[American Ninja 4: The Annihilation]]'' || || Commandos and rebels || || 1990&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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;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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlestar Galactica]]||||||||2004 - 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate: Atlantis]]||||||||2004 - 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate: SG1]]||[[Richard Dean Anderson]]||General Jack O'Neill||Configured to fire grenade rounds||1997-2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate: SG1]]||[[Ben Browder]]||Lt. Colonel Cameron Mitchell||Configured to fire grenade rounds||1997-2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Alarm für Cobra 11 - Die Autobahnpolizei]] ||.|| Thugs ||.|| 1996-present&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;250&amp;quot;|'''Game 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;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Söldner: Secret Wars]]'' ||  || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Army Of Two]]'' || DAO-X || || Automatic || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto V|Grand Theft Auto Online]]'' || Sweeper Shotgun || || with Striker drum advance lever and clockwork mechanism; added with the &amp;quot;Bikers&amp;quot; DLC || 2013&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SWD/Cobray Street Sweeper ==&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|right|500px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge. Note the Cobray logo on the side.]]&lt;br /&gt;
[[File:SWD-StreetSweeper.jpg|thumb|right|500px|SWD/Cobray Street Sweeper with 18 inch barrel - 12 gauge. Because all legally owned Street Sweepers in the United States are &amp;quot;destructive devices,&amp;quot; very few remain in this configuration as there is no law governing the required barrel length of a DD.]]&lt;br /&gt;
&lt;br /&gt;
The '''Street Sweeper''' is the American-made copy of the Striker; the standard commercial version was recognizable by its longer 18&amp;quot; barrel, which was necessary to comply with U.S. firearms laws for over the counter shotgun sales. There were short barreled versions of the Street Sweeper, but like all short barreled shotguns, it required a tax stamp and was a strongly regulated device.  When the Clinton Administration declared the civilian version of the Street Sweeper to be a 'destructive device' (like a mortar or a rocket launcher) in 1993, nearly all commercial sales ceased, all existing owners were contacted by the ATF with demands to register their weapons, and the remaining samples in the chain of commerce could only be sold to holders of Federal Destructive Device Permits.&lt;br /&gt;
&lt;br /&gt;
Although it is a copy of the Striker, there is a relatively low interchangeability of parts between the two guns. The Sweeper lacks the rear drum advance lever of the Striker and has its own distinctive key in the front of the drum to wind the 'clockwork' mechanism like the original Striker shotgun. The Sweeper's winding key has an oblong, flat grip, as opposed to the thicker, more squared key of the Armsel or Sentinel Strikers.&lt;br /&gt;
&lt;br /&gt;
The Street Sweeper is usually seen in American action films, whereas the Striker and Protecta are more likely to appear in films made outside of the U.S. &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;
!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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Class of 1999]] || || || ||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Another 48 Hrs.]] || [[David Anthony Marshall]] || Willie Hickok || || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Total Recall (1990)|Total Recall]] || [[Michael Ironside]] || Richter || Heavily Modified || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Total Recall (1990)|Total Recall]] ||  || Mars Colony Troops || Heavily Modified || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hard Hunted]] || [[Bruce Penhall]] || Bruce Christian ||  || 1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hard Hunted]] || [[Dona Speir]] || Donna Hamilton ||  || 1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rapid Fire]] || ||Henchman || ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fit to Kill]]'' || [[Dona Speir]] || Donna Hamilton || Footage from ''[[Hard Hunted]]'' || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Men of War (1994)|Men of War]]'' || [[Dolph Lundgren]] || Nick Gunar || added muzzle-brake || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Dallas Connection]]'' || [[Gerald Okamura]] || Fu || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bad Blood]]'' || [[Lorenzo Lamas]] || Travis Blackstone || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Top Dog]]'' || || A Neo Nazi terrorist || || 1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Set It Off]]''||[[Dr. Dre]]||Black Sam||||1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[Godzilla (1998)|Godzilla]]''||||U.S. Army Soldiers||||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[American Dragons]]||[[Don Stark]]||Rocco||wielded with Desert Eagle||1998 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Return to Savage Beach]]'' || [[Cristian Letelier]] || J. Tyler Ward || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In China They Eat Dogs]]'' || [[Kim Bodnia]] || Harald Blixen || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In China They Eat Dogs]]'' || || A gangster || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''A.T.F.'' || || US Senator || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Crew (2000)|The Crew]]'' || [[Mike Moroff]] || Jorge ||  || 2000&lt;br /&gt;
|-&lt;br /&gt;
|''[[Route 666]]''||||Russian mobster||||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In Her Line of Fire]]'' || [[David Keith]] || Vice President Walker || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In Her Line of Fire]]'' || || The rebels || || 2006&lt;br /&gt;
|-&lt;br /&gt;
|''[[Death Sentence]]''||||||||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Smokin' Aces]]''||[[Kevin Durand]]||Jeeves Tremor||||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Interceptor (Zapreshchyonnaya Realnost), The|The Interceptor (Zapreshchyonnaya Realnost)]]''||||Kurylo's special forces soldier||||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Elephant White]]'' || [[Djimon Hounsou]] || Curtie Church|| modified with unknown custom-made attachment || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Jerry Cotton]]'' || [[Oliver Kalkofe]] || Big Morrow|| gold plated|| 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[New Kids Nitro]]'' ||  || female Schijndel gang member|| || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wicked Blood]]''||||thug||||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tokarev]]'' || [[Nathan O'Neil Smith]] || Anton's thug || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tokarev]]'' || || Russian Mafia || || 2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&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;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;350&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Burn Notice]]''||||||||2007- 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Supernatural - Season 5]]''||[[Bruce Ramsay]]||Paul|| Short barreled / &amp;quot;99 Problems&amp;quot; (S05E17) ||2010&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;|'''Game 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;
|''[[Enter the Matrix]]'' || Street Sweeper Shotgun|| || || 2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Resident Evil 4]]'' || Striker || || With Protecta automatic ejection and no wind-up key || 2005&lt;br /&gt;
|-&lt;br /&gt;
|[[Resident Evil 5]] || Jail Breaker || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Alliance of Valiant Arms]]'' || || || With Protecta automatic ejection and shell deflector || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlefield 3]]''||DAO-12||8-round default magazine, various optics|| With Protecta automatic ejection and shell deflector ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlefield 4]]''||DAO-12||correct 12-round magazine, various attachments || With Protecta automatic ejection and shell deflector ||2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anime ===&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;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;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Desert Punk]]''|||| ||2004&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sentinel/Penn Arms Striker-12 ==&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|right|500px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Stryker12.jpg|thumb|right|500px|Sentinel/Penn Arms Striker-12 with stubby 7&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12.jpg|thumb|right|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Penn Arms Striker-12.jpg|thumb|right|500px|Penn Arms Striker-12 with 7&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
The Sentinel Arms (later Penn Arms, now a part of [[Combined Systems]]) '''Striker-12''' is a licensed American version of the Armsel Striker (Cobray's Street Sweeper was a cheap knock-off copy of the Striker). Patent rights to produce and sell the Striker in the United States was purchased from Armsel by Grant W. Stapleton of Sentinel Arms Corporation in the early eighties, who then upgraded the shotgun to commercial U.S. standards.&lt;br /&gt;
&lt;br /&gt;
The Striker-12 improved on the Armsel design, featuring an improved winding key and the addition of a thumb tab on the right side of the drum magazine next to the trigger guard, used to open and close the ejection port (which is the distinguishing feature differing the model from all other variants). Unlike the original Striker, initial models lacked the rear drum advance lever; the manual instead tells the users to advance the drum with the winding key during reloads.&lt;br /&gt;
&lt;br /&gt;
Later models also adds the auto ejection mechanism from the Protecta and the rear drum advance lever from the Striker, essentially combining all the best parts of all the variants into one variant. This variant can be distinguished by having the thumb tab on the side of the magazine, ''and'' the rear-mounted drum advance lever from the Striker, ''and'' the large shell deflector from the Protecta.&lt;br /&gt;
&lt;br /&gt;
A large number of video games depict the ejection port button as a drum advance lever, following its depiction as such in the 2009 video game ''[[Call of Duty: Modern Warfare 2]]''. There is no evidence that this works in reality.&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;
!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;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Break (1991)]]'' ||[[Vincent Klyn]] || War Child || || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Desperado]]''||[[Antonio Banderas]]||El Mariachi||||1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Spawn]]''||[[John Leguizamo]]||The Clown||Short barreled version portrayed as a grenade launcher||1997&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;|'''Game 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;
| ''[[Max Payne 2: The Fall of Max Payne]]'' || Striker || w/ 7 inch barrel || Later model || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]] || DAO-12 || || Early model || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto IV]]: The Lost and Damned''||Assault Shotgun|| w/ cut-down 18-inch barrel, full auto mode and 8-round drum|| Later model ||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Modern Warfare 2]]'' || Striker|| Various optional attachments || Early model with Armsel Protecta automatic ejection and shell deflector; ejection port button depicted as drum advance lever || 2009&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Call of Duty: Modern Warfare 3]]'' || Striker || Various optional attachments || Later model; ejection port button depicted as drum advance lever || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Payday 2]]''|| Street Sweeper || Various optional attachments || Later model; ejection port button depicted as drum advance lever ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warface]]'' || || || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops Cold War]]'' || Streetsweeper || Various optional attachments || Released during Season 1 ||2020&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Shotgun]]&lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid&amp;diff=1434486</id>
		<title>Metal Gear Solid</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid&amp;diff=1434486"/>
		<updated>2021-08-01T14:59:39Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Nikita */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS_boxart.jpg|right|300px|thumb|''Metal Gear Solid'' (1998)]]&lt;br /&gt;
[[Image:Ttsbox.jpg|right|300px|thumb|''Metal Gear Solid: The Twin Snakes'' (2004)]]&lt;br /&gt;
'''''Metal Gear Solid''''' is the classic 1998 Playstation game [later ported to the PC in 2000 and PS3 in 2008] that brought the previously obscure ''Metal Gear'' franchise up to date and made &amp;quot;stealth gameplay&amp;quot; the gimmick every game felt it needed to copy. Starring an agent named Solid Snake working for a secret special operations unit called FOXHOUND, the story finds him ordered to infiltrate a nuclear disposal facility to rescue hostages and deal with terrorists. However, soon things prove to be far more complex as the series' titular Metal Gear, a nuclear-armed bipedal armored vehicle, becomes involved.&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid: The Twin Snakes''''' is a 2004 remake released exclusively for the Gamecube. Released after the formal sequel, ''[[Metal Gear Solid 2: Sons of Liberty]]'', it uses the same graphics engine and has vastly improved visuals, and incorporates almost all the gameplay improvements of the sequel, such as first-person aiming, as well as including tranquilizer weaponry. Since the base game isn't changed, the net result is to make the game ''excessively'' easy compared to the original; it was also criticized for featuring a series of additional cutscenes where Snake performs cartoonish feats including using a missile as a platform for launching himself into the air and throwing a hand grenade down a tank's gun barrel by pitching it like a baseball.&lt;br /&gt;
&lt;br /&gt;
Another remake is confirmed to be in development for PS5 and slated for a late 2021 release.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Metal Gear Solid'' and its remake ''Metal Gear Solid: The Twin Snakes'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Pistols = &lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
&lt;br /&gt;
In ''Twin Snakes'' only, Snake can acquire a modified [[Beretta 92 pistol series#Beretta 92F/FS|Beretta 92FS]], stated to be an M9. It serves as a special tranquilizer gun, and is identical to the weapon introduced in ''[[Metal Gear Solid 2: Sons of Liberty]]''. It comes with a suppressor and a laser sight. Snake must cycle the gun manually after every shot.&lt;br /&gt;
&lt;br /&gt;
Genome soldiers with riot shields use the standard version of this gun; as before, these only appear in ''Twin Snakes'' and not in the original game.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:Beretta9700.jpg|thumb|none|300px|Beretta 92F with Knight's Armament XM9 suppressor and slide lock lever - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Phase II Prototype ==&lt;br /&gt;
&lt;br /&gt;
The Phase II prototype of the [[H&amp;amp;K Mk 23 Mod 0]], referred to in-game as the &amp;quot;SOCOM,&amp;quot; is Solid Snake's weapon of choice throughout the game, always brandishing it most cutscenes involving an armed confrontation. It comes with a LAM unit and can accept a suppressor. At least one of the Genome Soldiers also carried the gun, seen when Snake travels through the hallway where Gray Fox slaughtered the soldiers stationed outside Emmerich's lab.&lt;br /&gt;
&lt;br /&gt;
Like the FAMAS, the Mk 23 was deliberately chosen for its large size and blocky appearance; the former to make the pistol easier to see in Snake's hands in the overhead view the original game mostly took place in, and the latter to go easy on the Playstation's relatively weak 3D capabilities.&lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|450px|none|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[Image:Metal Gear Solid SOCOM VR.jpg|thumb|600px|none|The &amp;quot;SOCOM&amp;quot; in the VR Missions menu.]]&lt;br /&gt;
[[Image:Metal Gear Solid SOCOM.jpg|thumb|600px|none|Snake aiming the Mark 23 Prototype out of the back of a truck in front of the Disposal Facility. This truck is the first place the Mark 23 can be found in the game.]]&lt;br /&gt;
[[Image:MGS1 3guns.jpg|thumb|600px|none|Snake offering to switch guns with Meryl.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle]] appears in the game as Meryl's weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|300px|none|Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[Image:MGS TTS DE50.jpg|thumb|600px|none|Meryl shows off her Desert Eagle.]]&lt;br /&gt;
[[Image:MGS1 DE50.jpg |thumb|600px|none|Meryl reloading the Desert Eagle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Single Action Army]] appears as Revolver Ocelot's weapon of choice; he has the ability to precisely bounce shots off multiple walls to hit targets in cover with it. He refers to it as &amp;quot;the greatest handgun ever made&amp;quot;, claiming that its six bullets are &amp;quot;more than enough to kill anything that moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:SAA Artillery Cimarron.jpg|thumb|none|400px|Single Action Army w/ 5.5&amp;quot; barrel aka &amp;quot;Artillery&amp;quot; model with wooden grips (this is a Cimarron reproduction - and an actual movie gun) Note lack of 4th screw on revolver frame in front of cylinder. The Colts all have this.]]&lt;br /&gt;
[[Image:MGS TTS SAA-Barrel.jpg|thumb|none|600px|Gun Barrel ala [[James Bond]]]]&lt;br /&gt;
[[Image:Metal Gear Solid Colt.jpg|thumb|none|600px|Revolver... OCELOT!]]&lt;br /&gt;
[[Image:MGS TTS SAA.jpg |thumb|none|600px|&amp;quot;The Twin Snakes&amp;quot; version.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== MP5SD2 ==&lt;br /&gt;
&lt;br /&gt;
The [[MP5SD]]2 is only available in the Japan-only ''Metal Gear Solid: Integral'' and the PC port of the original game. It can only be obtained by starting a new game on the &amp;quot;Very Easy&amp;quot; difficulty, where it will appear in your inventory immediately after the introductory cutscene. It has a extremely fast fire-rate and infinite ammo, that together with it being integrally suppressed enables far more reckless play of the game on the &amp;quot;Very Easy&amp;quot; difficulty. &lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[Image:Metal Gear Solid MP5.jpg|thumb|none|600px|Snake outside the Disposal Facility with the MP5SD2. Note the &amp;quot;999/999&amp;quot; ammo counter, displaying infinite ammo.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== SPAS-12 ==&lt;br /&gt;
The [[SPAS-12]] is utilized by several attack teams. The Warhead Storage Building Ground Floor guards are implied to utilize a non-lethal variant of the weapon against Snake due to the risk of using lethal firearms causing the nukes to irradiate the area if hit.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
== Winchester 1300 Shotgun ==&lt;br /&gt;
The [[Winchester 1300]] shotgun isn't actually used by any of the characters, but it does appear on the interior pages of the book item once it is set, held by a blond woman with the name &amp;quot;A. Roivas&amp;quot;. Its presence is a reference to the game ''[[Eternal Darkness|Eternal Darkness: Sanity's Requiem]]'', with the woman being the game's main protagonist Alexandra Roivas. Both ''The Twin Snakes'' and ''Eternal Darkness'' were made by the same developer, Silicon Knights, explaining the cameo.&lt;br /&gt;
&lt;br /&gt;
=Rifles =&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] rifle is the standard issue weapon of the Genome Army. It comes equipped with a laser sight, although Genome soldiers have flash lights mounted on their guns. The Genome soldiers in the Warhead Storage Building have underbarrel [[M203 grenade launcher]]s attached. These launchers are loaded with non-lethal ring airfoil projectiles, although gameplay mechanics have Snake getting wounds from the ring airfoil projectiles instead of having his stamina depleted. Solid Snake, Meryl, and Liquid Snake also use the FAMAS. Like most weapons in the game, the FAMAS was deliberately chosen for its blocky appearance, something of a requirement given the rather limited 3D capabilities of the original PlayStation console.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|500px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Metal Gear Solid FAMAS VR.jpg|thumb|none|600px|The FAMAS in the VR missions menu.]]&lt;br /&gt;
[[Image:Metal Gear Solid FAMAS Cutscene 1.jpg|thumb|none|600px|Meryl holding her FAMAS on Snake after stealing a guard uniform.]]&lt;br /&gt;
&lt;br /&gt;
== H&amp;amp;K PSG-1 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] sniper rifle is used by Solid Snake and Sniper Wolf. In ''Twin Snakes'' a tranquilizer variant is available, called the PSG-1T.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|450px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Metal Gear Solid PSG1 VR.jpg|thumb|none|600px|The PSG1 in the VR Missions Menu.]]&lt;br /&gt;
[[Image:MGS TTS PSG-1.jpg|thumb|none|600px|Snake and Sniper Wolf take aim at one another after a boss fight in ''The Twin Snakes''. Perhaps one of the most ridiculous events of the remake, where Snake does a 720 degree spin - after a backflip in which Snake landed on the very back edge of the stock to knock the gun into the air for him to grab - and no-scopes Wolf in one shot.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
== FIM-92A Stinger ==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92A Stinger]] surface-to-air missile launcher capable of locking on to various targets. Used by Solid Snake. Unlike the real Stinger launcher, the weapon is capable of locking onto surface-level targets, has does not need to travel a minimum set distance for the missile to arm itself, does not need to actually reload after firing a shot, and comes with a futuristic view when locking on.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger]]&lt;br /&gt;
[[Image:Metal Gear Solid Stinger VR.jpg|thumb|none|600px|The Stinger in the VR Missions menu.]]&lt;br /&gt;
[[Image:MGS TTS FIM-92.jpg|thumb|none|600px|Snake aiming the Stinger at Liquid's Mi-24 Hind D.]]&lt;br /&gt;
&lt;br /&gt;
== Nikita ==&lt;br /&gt;
&lt;br /&gt;
A fictional missile launcher that fires remote-controlled missiles, first used by Solid Snake to destroy a generator powering an electrified floor. Supposedly designed for reconnaissance missions, the Nikita is only capable of traveling on the x-axis and cannot travel vertically, unless its travelling on an ascending surface, and its missiles have a limited amount of fuel.&lt;br /&gt;
&lt;br /&gt;
From a realistic point of view, the Nikita could never work as a practical weapon as the missile simply travels too slow to maintain lift. Any faster and it becomes a fancy wire-guided missile launcher. The weapon's impracticality is even referenced within the games, stating that all the electronics and ancillaries inside the missiles leave so little space for the warhead that it's damage ends up being pitiful, barely enough to destroy the electrical panels that it's used against.&lt;br /&gt;
&lt;br /&gt;
[[Image:Metal Gear Solid Nikita VR.jpg|thumb|none|600px|The Nikita in the VR Missions Menu.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
&lt;br /&gt;
The original game depicted the Genome Soldiers using the obsolete [[Mk 2 hand grenade]], resulting in Snake's infamously silly line that &amp;quot;They're armed with five five sixers and pineapples.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:MK2_grenade_DoD.jpg|thumb|none|250px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M67 hand grenade]] is used by the Genome Soldiers in ''Twin Snakes''. The weapon is also used by Solid Snake as the only throwable explosive device available. Its also used by Snake to take down Vulkan Raven's M1 tank, by tossing grenades into the open hatch to damage the crew (who apparently insists on manning the exposed turret-mounted M2 Browning instead of operating it remotely or using the co-axial gun).&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 fragmentation grenade]]&lt;br /&gt;
[[image:Metal Gear Solid Grenade VR.jpg|thumb|none|600px|The Grenade in the VR Missions Menu.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore|M18A1 Claymore mines]] is featured in the game, but has unique features. These mines are equipped with optical camouflage, rendering them invisible and are equipped with a sensor that will cause the mine to detonate if something gets infront of it's cone of detection (this includes the player). They can only be seen with thermal goggles and the mine detector, but can also be obtained by crawling over them (which will not cause the mine to detonate).&lt;br /&gt;
&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|350px|M18A1 Claymore directional mine]]&lt;br /&gt;
[[Image:Metal Gear Solid Claymore VR.jpg|thumb|none|600px|The Claymore in the VR Missions Menu.]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
&lt;br /&gt;
Another explosive available to the player. Solid Snake needed to use them to enter the area where Kenneth Baker was being tortured by Ocelot. Ocelot, having anticipated Snake's arrival, had also wired Kenneth Baker to tripwire C4 when he was tied to a pillar to deter Solid Snake from rescuing him, although Gray Fox managed to save the elderly ArmsTech president as well as blowing the tripwire C4 up when he ambushed Ocelot and Snake. Snake later used it on a frozen door on the Communications Tower A, on Otacon's suggestion (this was apparently the only method for Metal Gear's designers to open the door if it froze) in the event that he needed to backtrack somehow. They came with scramblers so as to ensure they weren't prematurely detonated from wireless signals other than that of the wireless detonator.&lt;br /&gt;
&lt;br /&gt;
[[Image:Metal Gear Solid C4.jpg|thumb|none|600px|C4 planted on one of the freshly cemented over entrances in Basement 2 of the Disposal Facility.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stun Grenades&amp;quot;==&lt;br /&gt;
&amp;quot;Stun Grenades&amp;quot; can be acquired throughout the game. They most closely resemble M18 Smoke Grenades, though owing to graphical limitations and being designed to be visible in a high overhead view, they are essentially rectangular and the size of Snake's head. When they explode, they'll instantly knock out enemies in a wide area, regardless if said enemies were even in the room where the grenade exploded.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|200px|M18 Smoke Grenade.]]&lt;br /&gt;
[[Image:Metal Gear Solid Stun Grenade.jpg|thumb|none|600px|Snake preparing to throw a Stun Grenade down a hallway.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== M60 ==&lt;br /&gt;
&lt;br /&gt;
The [[M60 machine gun|M60]] were mounted on the jeeps during Snake's escape.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M61A1 Vulcan Cannon==&lt;br /&gt;
&lt;br /&gt;
When encountered for the second time, instead of a tank, Vulcan Raven attacks Snake with a hand-held [[M61 Vulcan]] rotary gun with a chainsaw grip clearly inspired by the minigun in ''[[Terminator 2: Judgment Day]]''. Raven wears the ammo drum as a backpack, but it isn't explained precisely what's supposed to be powering it. ''Twin Snakes'' makes the rather bizarre addition that the M61A1 is somehow taken from one of the two crashed F16s that Liquid managed to shoot down using a helicopter with no dedicated anti-aircraft weaponry. Though it might conceivably be possible for a very strong man to dead-lift the assembly Raven carries like a barbell, carrying the 248-pound gun alone would be essentially impossible for any meaningful period of time, nevermind with an F-16 ammo drum containing another 285 pounds of ammunition. Even allowing that, all the muscles in the world would not be sufficient to stop Raven's arms being turned into paste by the average 3,200 pounds of recoil force generated by firing the weapon at full speed. Metal Gear Rex was also equipped with Vulcan cannons according to Otacon, although MGS4 retcons this rather nonsensically to them being a variant of the much too large GAU-8; even in the latter game, they are still shown as six-barrel Vulcans rather than seven-barrel GAU-8s on Rex's model.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan 20mm Cannon]]&lt;br /&gt;
[[Image:Mgs-vulcan-raven.jpg|thumb|none|400px|&amp;quot;Cryptic metaphor!&amp;quot;]]&lt;br /&gt;
[[Image:MGS TTS M61.jpg|thumb|none|600px|Vulcan Raven prepares to use his M61.]]&lt;br /&gt;
&lt;br /&gt;
== Browning M2HB and M240D Machine gun ==&lt;br /&gt;
&lt;br /&gt;
In the original game, Vulcan Raven's M1A1 Abrams is depicted with [[Browning M2|M2s]] on both the commander's and loader's hatches. In ''Twin Snakes'' it is correctly shown with an [[M240D]] on the loader's hatch and a Browning M2 on the commander's hatch. It's easy to see the Abrams is an M1A1 due to the lack of the A2 package's Commander's Independent Sight [CIS, also CITV for &amp;quot;Commander's Independent Thermal Viewer&amp;quot;] ahead of the loader's hatch.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:M240d.jpg |thumb|none|400px|FN M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS TTS M1 Abrams.jpg|thumb|none|600px|Profile view of the ''Twin Snakes'' M1A1 Abrams Tank, showing both the M2HB and M240D.]]&lt;br /&gt;
[[Image:MGS TTS M1A1's MGs.jpg|thumb|none|600px|&amp;quot;This is Raven's territory...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Liquid's Hind-D was equipped with a [[Yakushev-Borzov Yak-B]].&lt;br /&gt;
[[Image:YakB-127mm.jpg|thumb|none|400px|A real Russian Yak-B 12.7mm Gatling gun for comparison.]]&lt;br /&gt;
[[Image:MGS TTS Mi-24D.jpg|thumb|none|600px|Liquid's Hind D]]&lt;br /&gt;
&lt;br /&gt;
= Trivia =&lt;br /&gt;
&lt;br /&gt;
== Railguns and stealth ==&lt;br /&gt;
&lt;br /&gt;
A major plot point is that Metal Gear Rex's railgun is capable of launching a &amp;quot;stealth&amp;quot; warhead which cannot be detected by satellites and is &amp;quot;totally impossible to intercept.&amp;quot; This is actually severely untrue.&lt;br /&gt;
&lt;br /&gt;
This is because a rocket engine applies force to an ICBM over a prolonged period of time; for example, a Trident ICBM's boost stage, which accelerates the missile to roughly 20,000 feet per second, lasts roughly two minutes. If Rex's railgun is imagined to be around 50 feet long, it would have to accelerate the projectile to the same speed in the 0.005 seconds before the warhead left the weapon.&lt;br /&gt;
&lt;br /&gt;
Imagining the warhead to weigh 862 kilos (the size of a Mark 23 nuclear shell for a 16&amp;quot; / 50 Calibre Mark 7 battleship gun), it would have 16,016 megajoules of kinetic energy at launch. Since no machine is 100% efficient and most are nothing like this, it would not be exaggerating to imagine the railgun's wasted energy (in the form of recoil, heat and mechanical deformation of the rails) would be the same amount of energy again, meaning the heat energy emitted by Rex on firing would be the equivalent of the detonation of about four tons of TNT. This and the superheated trail caused by the round's passage through the atmosphere would mean a Metal Gear firing its main weapon would be easily detectable by existing systems designed to spot ICBM launches.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1434012</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1434012"/>
		<updated>2021-07-30T18:19:50Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* SWD/Cobray Street Sweeper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''Resident Evil 5''''' (known in Japan as ''Biohazard 5'') is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form ''Resident Evil 4'', being infected by a brain-controlling parasite that still leaves some intelligence intact.&lt;br /&gt;
&lt;br /&gt;
Returning from ''Resident Evil 4'' is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, &amp;quot;Lost in Nightmares&amp;quot; and &amp;quot;Desperate Escape&amp;quot; were released for console versions of this game. &amp;quot;Nightmares&amp;quot; serves as a prequel to ''Resident Evil 5'' and stars Chris Redfield and Jill Valentine, while &amp;quot;Escape&amp;quot; takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original ''Resident Evil.'' While console exclusive for six years, both DLC were released for the PC as part of the &amp;quot;Untold Stories&amp;quot; Bundle when the game was ported to Steam on March 26, 2015.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 5'' features a weapon upgrade system similar to the one in ''Resident Evil 4''. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use &amp;quot;Exchange Points&amp;quot; (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.&lt;br /&gt;
&lt;br /&gt;
Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in ''Resident Evil 5'' are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from ''Resident Evil 4''. The &amp;quot;Machine gun&amp;quot; category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in ''Resident Evil 4''. The Milkor MGL Mk 1L uses its own special grenades.&lt;br /&gt;
&lt;br /&gt;
Unlike ''Resident Evil 4'', where most weapons can only be bought from the Merchant, many weapons in ''Resident Evil 5'' are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot; from the [[Resident Evil (2002 VG)|REmake]]. Chris and Jill also wield them during the raid on Spencer's Estate during &amp;quot;Lost In Nightmares;&amp;quot; they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M92F&amp;quot; starts off with a humble ten round mag (like the Silver Ghost in ''Resident Evil 4''), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with an accessory rail mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|Sheva reloads the Beretta 92FS. Due to a bug, her Beretta always locks back when reloading, even if there were some unfired rounds in the magazine.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot; (Albert Wesker)==&lt;br /&gt;
This custom [[Beretta 92FS Brigadier]] is wielded exclusively by Albert Wesker, originally seen in [[Resident Evil (2002)]]. Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an LAM-1000 under the barrel.&lt;br /&gt;
&lt;br /&gt;
Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the &amp;quot;Mercenaries&amp;quot; mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Samurai Edge in Resident Evil 5.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in an official art.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted &amp;quot;over-barrel&amp;quot; on a scope mount bolted to the pistol frame.&lt;br /&gt;
&lt;br /&gt;
The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R. The shoulder stock automatically folds itself whenever not aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This customized .40S&amp;amp;W &amp;quot;Samurai Edge&amp;quot; is exclusive to player character Barry Burton in the &amp;quot;Mercenaries Reunion&amp;quot; mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in ''[[Resident Evil (2002)]]'' as a deliberately overpowered &amp;quot;New Game+&amp;quot; weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&amp;amp;W, the pistol is based on the [[Beretta 96]], equipped with an extended barrel, compensator, and extended magazine.&lt;br /&gt;
&lt;br /&gt;
Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy ''behind'' the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.&lt;br /&gt;
&lt;br /&gt;
[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a Majini with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in ''Revelations'' and &amp;quot;Lost in Nightmares&amp;quot; which both take place before ''Resident Evil 5''.&lt;br /&gt;
&lt;br /&gt;
The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm.]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;K USP]], identified by its reversed safety lever markings, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.&lt;br /&gt;
&lt;br /&gt;
The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a ''lot'' of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
The weapon is very similar to the Five-seveN in ''[[Resident Evil 4]]'', in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistole-p8.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K P8]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;, and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in ''[[Resident Evil 2]]'', featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.&lt;br /&gt;
&lt;br /&gt;
Technically the &amp;quot;weakest&amp;quot; magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin, a great animation detail.]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|The superhumanly strong Wesker demonstrates the quite exaggerated recoil of the Desert Eagle. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Serpent==&lt;br /&gt;
Barry Burton's &amp;quot;Silver Serpent&amp;quot; magnum revolver from [[Resident Evil (2002 VG)]] returns in the &amp;quot;Mercenaries Reunion&amp;quot; mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a [[Colt Python]]/[[Colt Anaconda]] hybrid to a [[Smith &amp;amp; Wesson Model 500]], but still features the same underlug weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident_Evil_1_Magnum.jpg|thumb|none|350px|Replica of Barry Burton's Silver Serpent from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 with 8 3/8&amp;quot; Barrel - .500 S&amp;amp;W Magnum.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none|600px|The original Silver Serpent from Resident Evil:Remake.]]&lt;br /&gt;
[[Image:Mercenaries Reunion Silver Serpent.jpg|thumb|none|600px|The Silver Serpent in the hands of Barry Burton in the figurine collectibles of Resident Evil 5. It is clearly a Smith &amp;amp; Wesson Model 500 as seen by it's gigantic fluted cylinder and S&amp;amp;W-style cylinder latch. Also gone are the checkered wooden grips, being replaced by rubber ones.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with an SG 556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the Silver Serpent.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.&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:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil. That headless Majini probably doesn't feel lucky, but that critical headshot has probably made Chris's day. Note also that it doesn't matter if Chris fired six shots, or only five, because he still has six more in the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns from ''Resident Evil 4'', this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&amp;amp;K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.&lt;br /&gt;
&lt;br /&gt;
Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when ''Resident Evil 5'' was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|Chris reloads the Model 500 inside the missile depot. As the HUD shows, the 5-round cylinder can be upgraded to hold 6 rounds, however the gun's model does not change.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|500px|none|Ithaca 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a Majini in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|300px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
Returning from ''Resident Evil 4'', the [[Benelli M3 Super 90]] is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during &amp;quot;Lost in Nightmares.&amp;quot; The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in a &amp;quot;Versus&amp;quot; match.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a Majini with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a Majini from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|300px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
Retunring (sort of) from ''Resident Evil 4'', an [[SWD/Cobray Street Sweeper]] is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the &amp;quot;Jail Breaker&amp;quot; in-game, it's effective range can be upgraded; this upgrade interestingly applies to the range of the ''spread'' as well, widening it, and adding extra pellets per shot. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.&lt;br /&gt;
&lt;br /&gt;
The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. Like the other guns with an internal magazine, such as the Sako 75 rifle and the other shotguns, the singular reload animation only depicts Chris loading in two rounds. As all weapons only have one reload animation in this game, the two round reload stands in for all the different number of shells needed for reloading. Chris also apparently cranks the winding key after loading the two rounds, implied by the pump-action-like sound audible at the end of the reload.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra==&lt;br /&gt;
The &amp;quot;Hydra&amp;quot; is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
[[File:Dickson Triple Barrel.jpg|thumb|none|500px|John Dickson &amp;amp; Son Triple Barrel Side by Side Shotgun - 16 Gauge]]&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. The character will first load two shells at once to the right and center chambers, and then load another shell into the left chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot;. It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during &amp;quot;Lost in Nightmares.&amp;quot; BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot;. It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).&lt;br /&gt;
&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does an HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion vz. 61]] is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but ''two'' full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.&lt;br /&gt;
&lt;br /&gt;
Jill carries two Skorpions during a boss battle against her midway through the game. In &amp;quot;Desperate Escape&amp;quot;, following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]&lt;br /&gt;
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
[[Image:Jill valentine shooting 2 by jasonpictures-d82wrfi.jpg|thumb|none|600px|Another picture of Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is one of the &amp;quot;machine guns&amp;quot; that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the &amp;quot;machine gun&amp;quot; class weapons, but is also by far the least accurate and has the smallest capacity.&lt;br /&gt;
&lt;br /&gt;
The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the &amp;quot;Experimental Facility&amp;quot; Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note the laser sight is fitted to the AK-74's side-mount rail.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556 HOLO==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556 HOLO]] is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.&lt;br /&gt;
&lt;br /&gt;
Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG SG 556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|500px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SIG556 HOLO has a polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SIG556 HOLO.]]&lt;br /&gt;
[[File:RE5Reload.jpg|thumb|none|600px|Sheva reloads the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SIG556 HOLO, unlucky for the Majini trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG556 HOLOs.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG556 HOLO.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
The [[Sako 75]] is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.&lt;br /&gt;
&lt;br /&gt;
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|Chris operates the bolt of the rifle. After each shot, the camera backs out of the scope view till the shooter operates the bolt, then returns to the last position.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range not-quite-zombie-but-human-mutant-monster-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG1]] is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the [[G3]] battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the [[Heckler &amp;amp; Koch HK11|HK11]] automatic rifle series, making it the only weapon in the game with a max capacity ''lower'' than it can hold in real life.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Lost in Nightmares,&amp;quot; a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the &amp;quot;weakest&amp;quot; rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SG 556 has the same reticle when he kills the motorcycle Majinis during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the &amp;quot;Ship Deck&amp;quot; stage, while several more are scattered throughout the &amp;quot;Ruins&amp;quot; stage in Mercenaries No Mercy for the PC.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|Chris fires the grenade launcher at a group of infested tribesmen. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a Majini tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has an [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in ''Resident Evil 6''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring ''Gigante'' enemies from ''Resident Evil 4'' whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sights can still not be used.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for ₦50,000. No upgrades are available for this weapon.&lt;br /&gt;
&lt;br /&gt;
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.&lt;br /&gt;
&lt;br /&gt;
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom &amp;quot;chainsaw grip&amp;quot; attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Heavy Metal Chris carries one in Mercenaries Reunion.&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:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker. This enemy is based on the conspicuously dark-skinned Spanish Mercenary called &amp;quot;JJ&amp;quot; who wielded a similar weapon in ''Resident Evil 4,'' and is another enemy copied from the previous game with no explanation.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.&lt;br /&gt;
&lt;br /&gt;
As with the flamethrower in ''Resident Evil 2'', the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[General Dynamics GAU-19/A]] is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy ''tanks'' the weapon is treated more like a machine gun in ''Resident Evil'' (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle brake and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Returning from ''Resident Evil 4'', three varieties of the [[RPG-7]] can be found in ''Resident Evil 5''. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.&lt;br /&gt;
&lt;br /&gt;
A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.&lt;br /&gt;
&lt;br /&gt;
The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.&lt;br /&gt;
&lt;br /&gt;
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.&lt;br /&gt;
&lt;br /&gt;
Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage &amp;quot;Ship Deck&amp;quot; in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.&lt;br /&gt;
&lt;br /&gt;
Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5. &lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aims his RPG-7 at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;. Unlike in ''Resident Evil 2'', here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the ''pilot'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majini.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests. These can be shot, with predictable results.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail [[Model 24 Stielhandgranate]]s (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report ''only'' affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed ''Plaga'' form. &lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.&lt;br /&gt;
&lt;br /&gt;
The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1434011</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1434011"/>
		<updated>2021-07-30T18:18:55Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* SWD/Cobray Street Sweeper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''Resident Evil 5''''' (known in Japan as ''Biohazard 5'') is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form ''Resident Evil 4'', being infected by a brain-controlling parasite that still leaves some intelligence intact.&lt;br /&gt;
&lt;br /&gt;
Returning from ''Resident Evil 4'' is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, &amp;quot;Lost in Nightmares&amp;quot; and &amp;quot;Desperate Escape&amp;quot; were released for console versions of this game. &amp;quot;Nightmares&amp;quot; serves as a prequel to ''Resident Evil 5'' and stars Chris Redfield and Jill Valentine, while &amp;quot;Escape&amp;quot; takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original ''Resident Evil.'' While console exclusive for six years, both DLC were released for the PC as part of the &amp;quot;Untold Stories&amp;quot; Bundle when the game was ported to Steam on March 26, 2015.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 5'' features a weapon upgrade system similar to the one in ''Resident Evil 4''. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use &amp;quot;Exchange Points&amp;quot; (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.&lt;br /&gt;
&lt;br /&gt;
Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in ''Resident Evil 5'' are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from ''Resident Evil 4''. The &amp;quot;Machine gun&amp;quot; category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in ''Resident Evil 4''. The Milkor MGL Mk 1L uses its own special grenades.&lt;br /&gt;
&lt;br /&gt;
Unlike ''Resident Evil 4'', where most weapons can only be bought from the Merchant, many weapons in ''Resident Evil 5'' are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot; from the [[Resident Evil (2002 VG)|REmake]]. Chris and Jill also wield them during the raid on Spencer's Estate during &amp;quot;Lost In Nightmares;&amp;quot; they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M92F&amp;quot; starts off with a humble ten round mag (like the Silver Ghost in ''Resident Evil 4''), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with an accessory rail mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|Sheva reloads the Beretta 92FS. Due to a bug, her Beretta always locks back when reloading, even if there were some unfired rounds in the magazine.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot; (Albert Wesker)==&lt;br /&gt;
This custom [[Beretta 92FS Brigadier]] is wielded exclusively by Albert Wesker, originally seen in [[Resident Evil (2002)]]. Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an LAM-1000 under the barrel.&lt;br /&gt;
&lt;br /&gt;
Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the &amp;quot;Mercenaries&amp;quot; mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Samurai Edge in Resident Evil 5.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in an official art.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted &amp;quot;over-barrel&amp;quot; on a scope mount bolted to the pistol frame.&lt;br /&gt;
&lt;br /&gt;
The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R. The shoulder stock automatically folds itself whenever not aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This customized .40S&amp;amp;W &amp;quot;Samurai Edge&amp;quot; is exclusive to player character Barry Burton in the &amp;quot;Mercenaries Reunion&amp;quot; mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in ''[[Resident Evil (2002)]]'' as a deliberately overpowered &amp;quot;New Game+&amp;quot; weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&amp;amp;W, the pistol is based on the [[Beretta 96]], equipped with an extended barrel, compensator, and extended magazine.&lt;br /&gt;
&lt;br /&gt;
Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy ''behind'' the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.&lt;br /&gt;
&lt;br /&gt;
[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a Majini with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in ''Revelations'' and &amp;quot;Lost in Nightmares&amp;quot; which both take place before ''Resident Evil 5''.&lt;br /&gt;
&lt;br /&gt;
The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm.]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;K USP]], identified by its reversed safety lever markings, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.&lt;br /&gt;
&lt;br /&gt;
The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a ''lot'' of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
The weapon is very similar to the Five-seveN in ''[[Resident Evil 4]]'', in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistole-p8.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K P8]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;, and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in ''[[Resident Evil 2]]'', featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.&lt;br /&gt;
&lt;br /&gt;
Technically the &amp;quot;weakest&amp;quot; magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin, a great animation detail.]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|The superhumanly strong Wesker demonstrates the quite exaggerated recoil of the Desert Eagle. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Serpent==&lt;br /&gt;
Barry Burton's &amp;quot;Silver Serpent&amp;quot; magnum revolver from [[Resident Evil (2002 VG)]] returns in the &amp;quot;Mercenaries Reunion&amp;quot; mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a [[Colt Python]]/[[Colt Anaconda]] hybrid to a [[Smith &amp;amp; Wesson Model 500]], but still features the same underlug weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident_Evil_1_Magnum.jpg|thumb|none|350px|Replica of Barry Burton's Silver Serpent from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 with 8 3/8&amp;quot; Barrel - .500 S&amp;amp;W Magnum.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none|600px|The original Silver Serpent from Resident Evil:Remake.]]&lt;br /&gt;
[[Image:Mercenaries Reunion Silver Serpent.jpg|thumb|none|600px|The Silver Serpent in the hands of Barry Burton in the figurine collectibles of Resident Evil 5. It is clearly a Smith &amp;amp; Wesson Model 500 as seen by it's gigantic fluted cylinder and S&amp;amp;W-style cylinder latch. Also gone are the checkered wooden grips, being replaced by rubber ones.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with an SG 556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the Silver Serpent.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.&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:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil. That headless Majini probably doesn't feel lucky, but that critical headshot has probably made Chris's day. Note also that it doesn't matter if Chris fired six shots, or only five, because he still has six more in the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns from ''Resident Evil 4'', this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&amp;amp;K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.&lt;br /&gt;
&lt;br /&gt;
Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when ''Resident Evil 5'' was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|Chris reloads the Model 500 inside the missile depot. As the HUD shows, the 5-round cylinder can be upgraded to hold 6 rounds, however the gun's model does not change.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|500px|none|Ithaca 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a Majini in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|300px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
Returning from ''Resident Evil 4'', the [[Benelli M3 Super 90]] is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during &amp;quot;Lost in Nightmares.&amp;quot; The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in a &amp;quot;Versus&amp;quot; match.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a Majini with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a Majini from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|300px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
Retunring (sort of) from ''Resident Evil 4'', an [[SWD/Cobray Street Sweeper]] is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the &amp;quot;Jail Breaker&amp;quot; in-game, it's the only shotgun with upgradable effective range; this upgrade interestingly applies to the range of the ''spread'' as well, widening it, and adding extra pellets per shot. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.&lt;br /&gt;
&lt;br /&gt;
The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. Like the other guns with an internal magazine, such as the Sako 75 rifle and the other shotguns, the singular reload animation only depicts Chris loading in two rounds. As all weapons only have one reload animation in this game, the two round reload stands in for all the different number of shells needed for reloading. Chris also apparently cranks the winding key after loading the two rounds, implied by the pump-action-like sound audible at the end of the reload.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra==&lt;br /&gt;
The &amp;quot;Hydra&amp;quot; is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
[[File:Dickson Triple Barrel.jpg|thumb|none|500px|John Dickson &amp;amp; Son Triple Barrel Side by Side Shotgun - 16 Gauge]]&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. The character will first load two shells at once to the right and center chambers, and then load another shell into the left chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot;. It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during &amp;quot;Lost in Nightmares.&amp;quot; BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot;. It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).&lt;br /&gt;
&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does an HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion vz. 61]] is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but ''two'' full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.&lt;br /&gt;
&lt;br /&gt;
Jill carries two Skorpions during a boss battle against her midway through the game. In &amp;quot;Desperate Escape&amp;quot;, following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]&lt;br /&gt;
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
[[Image:Jill valentine shooting 2 by jasonpictures-d82wrfi.jpg|thumb|none|600px|Another picture of Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is one of the &amp;quot;machine guns&amp;quot; that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the &amp;quot;machine gun&amp;quot; class weapons, but is also by far the least accurate and has the smallest capacity.&lt;br /&gt;
&lt;br /&gt;
The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the &amp;quot;Experimental Facility&amp;quot; Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note the laser sight is fitted to the AK-74's side-mount rail.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556 HOLO==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556 HOLO]] is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.&lt;br /&gt;
&lt;br /&gt;
Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG SG 556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|500px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SIG556 HOLO has a polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SIG556 HOLO.]]&lt;br /&gt;
[[File:RE5Reload.jpg|thumb|none|600px|Sheva reloads the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SIG556 HOLO, unlucky for the Majini trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG556 HOLOs.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG556 HOLO.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
The [[Sako 75]] is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.&lt;br /&gt;
&lt;br /&gt;
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|Chris operates the bolt of the rifle. After each shot, the camera backs out of the scope view till the shooter operates the bolt, then returns to the last position.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range not-quite-zombie-but-human-mutant-monster-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG1]] is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the [[G3]] battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the [[Heckler &amp;amp; Koch HK11|HK11]] automatic rifle series, making it the only weapon in the game with a max capacity ''lower'' than it can hold in real life.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Lost in Nightmares,&amp;quot; a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the &amp;quot;weakest&amp;quot; rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SG 556 has the same reticle when he kills the motorcycle Majinis during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the &amp;quot;Ship Deck&amp;quot; stage, while several more are scattered throughout the &amp;quot;Ruins&amp;quot; stage in Mercenaries No Mercy for the PC.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|Chris fires the grenade launcher at a group of infested tribesmen. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a Majini tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has an [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in ''Resident Evil 6''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring ''Gigante'' enemies from ''Resident Evil 4'' whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sights can still not be used.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for ₦50,000. No upgrades are available for this weapon.&lt;br /&gt;
&lt;br /&gt;
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.&lt;br /&gt;
&lt;br /&gt;
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom &amp;quot;chainsaw grip&amp;quot; attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Heavy Metal Chris carries one in Mercenaries Reunion.&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:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker. This enemy is based on the conspicuously dark-skinned Spanish Mercenary called &amp;quot;JJ&amp;quot; who wielded a similar weapon in ''Resident Evil 4,'' and is another enemy copied from the previous game with no explanation.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.&lt;br /&gt;
&lt;br /&gt;
As with the flamethrower in ''Resident Evil 2'', the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[General Dynamics GAU-19/A]] is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy ''tanks'' the weapon is treated more like a machine gun in ''Resident Evil'' (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle brake and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Returning from ''Resident Evil 4'', three varieties of the [[RPG-7]] can be found in ''Resident Evil 5''. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.&lt;br /&gt;
&lt;br /&gt;
A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.&lt;br /&gt;
&lt;br /&gt;
The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.&lt;br /&gt;
&lt;br /&gt;
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.&lt;br /&gt;
&lt;br /&gt;
Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage &amp;quot;Ship Deck&amp;quot; in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.&lt;br /&gt;
&lt;br /&gt;
Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5. &lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aims his RPG-7 at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;. Unlike in ''Resident Evil 2'', here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the ''pilot'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majini.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests. These can be shot, with predictable results.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail [[Model 24 Stielhandgranate]]s (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report ''only'' affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed ''Plaga'' form. &lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.&lt;br /&gt;
&lt;br /&gt;
The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1434010</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1434010"/>
		<updated>2021-07-30T18:12:16Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Beretta 93R */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''Resident Evil 5''''' (known in Japan as ''Biohazard 5'') is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form ''Resident Evil 4'', being infected by a brain-controlling parasite that still leaves some intelligence intact.&lt;br /&gt;
&lt;br /&gt;
Returning from ''Resident Evil 4'' is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, &amp;quot;Lost in Nightmares&amp;quot; and &amp;quot;Desperate Escape&amp;quot; were released for console versions of this game. &amp;quot;Nightmares&amp;quot; serves as a prequel to ''Resident Evil 5'' and stars Chris Redfield and Jill Valentine, while &amp;quot;Escape&amp;quot; takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original ''Resident Evil.'' While console exclusive for six years, both DLC were released for the PC as part of the &amp;quot;Untold Stories&amp;quot; Bundle when the game was ported to Steam on March 26, 2015.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 5'' features a weapon upgrade system similar to the one in ''Resident Evil 4''. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use &amp;quot;Exchange Points&amp;quot; (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.&lt;br /&gt;
&lt;br /&gt;
Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in ''Resident Evil 5'' are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from ''Resident Evil 4''. The &amp;quot;Machine gun&amp;quot; category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in ''Resident Evil 4''. The Milkor MGL Mk 1L uses its own special grenades.&lt;br /&gt;
&lt;br /&gt;
Unlike ''Resident Evil 4'', where most weapons can only be bought from the Merchant, many weapons in ''Resident Evil 5'' are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot; from the [[Resident Evil (2002 VG)|REmake]]. Chris and Jill also wield them during the raid on Spencer's Estate during &amp;quot;Lost In Nightmares;&amp;quot; they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M92F&amp;quot; starts off with a humble ten round mag (like the Silver Ghost in ''Resident Evil 4''), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with an accessory rail mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|Sheva reloads the Beretta 92FS. Due to a bug, her Beretta always locks back when reloading, even if there were some unfired rounds in the magazine.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot; (Albert Wesker)==&lt;br /&gt;
This custom [[Beretta 92FS Brigadier]] is wielded exclusively by Albert Wesker, originally seen in [[Resident Evil (2002)]]. Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an LAM-1000 under the barrel.&lt;br /&gt;
&lt;br /&gt;
Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the &amp;quot;Mercenaries&amp;quot; mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Samurai Edge in Resident Evil 5.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in an official art.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted &amp;quot;over-barrel&amp;quot; on a scope mount bolted to the pistol frame.&lt;br /&gt;
&lt;br /&gt;
The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R. The shoulder stock automatically folds itself whenever not aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This customized .40S&amp;amp;W &amp;quot;Samurai Edge&amp;quot; is exclusive to player character Barry Burton in the &amp;quot;Mercenaries Reunion&amp;quot; mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in ''[[Resident Evil (2002)]]'' as a deliberately overpowered &amp;quot;New Game+&amp;quot; weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&amp;amp;W, the pistol is based on the [[Beretta 96]], equipped with an extended barrel, compensator, and extended magazine.&lt;br /&gt;
&lt;br /&gt;
Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy ''behind'' the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.&lt;br /&gt;
&lt;br /&gt;
[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a Majini with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in ''Revelations'' and &amp;quot;Lost in Nightmares&amp;quot; which both take place before ''Resident Evil 5''.&lt;br /&gt;
&lt;br /&gt;
The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm.]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;K USP]], identified by its reversed safety lever markings, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.&lt;br /&gt;
&lt;br /&gt;
The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a ''lot'' of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
The weapon is very similar to the Five-seveN in ''[[Resident Evil 4]]'', in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistole-p8.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K P8]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;, and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in ''[[Resident Evil 2]]'', featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.&lt;br /&gt;
&lt;br /&gt;
Technically the &amp;quot;weakest&amp;quot; magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin, a great animation detail.]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|The superhumanly strong Wesker demonstrates the quite exaggerated recoil of the Desert Eagle. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Serpent==&lt;br /&gt;
Barry Burton's &amp;quot;Silver Serpent&amp;quot; magnum revolver from [[Resident Evil (2002 VG)]] returns in the &amp;quot;Mercenaries Reunion&amp;quot; mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a [[Colt Python]]/[[Colt Anaconda]] hybrid to a [[Smith &amp;amp; Wesson Model 500]], but still features the same underlug weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident_Evil_1_Magnum.jpg|thumb|none|350px|Replica of Barry Burton's Silver Serpent from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 with 8 3/8&amp;quot; Barrel - .500 S&amp;amp;W Magnum.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none|600px|The original Silver Serpent from Resident Evil:Remake.]]&lt;br /&gt;
[[Image:Mercenaries Reunion Silver Serpent.jpg|thumb|none|600px|The Silver Serpent in the hands of Barry Burton in the figurine collectibles of Resident Evil 5. It is clearly a Smith &amp;amp; Wesson Model 500 as seen by it's gigantic fluted cylinder and S&amp;amp;W-style cylinder latch. Also gone are the checkered wooden grips, being replaced by rubber ones.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with an SG 556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the Silver Serpent.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.&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:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil. That headless Majini probably doesn't feel lucky, but that critical headshot has probably made Chris's day. Note also that it doesn't matter if Chris fired six shots, or only five, because he still has six more in the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns from ''Resident Evil 4'', this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&amp;amp;K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.&lt;br /&gt;
&lt;br /&gt;
Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when ''Resident Evil 5'' was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|Chris reloads the Model 500 inside the missile depot. As the HUD shows, the 5-round cylinder can be upgraded to hold 6 rounds, however the gun's model does not change.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|500px|none|Ithaca 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a Majini in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|300px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
Returning from ''Resident Evil 4'', the [[Benelli M3 Super 90]] is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during &amp;quot;Lost in Nightmares.&amp;quot; The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in a &amp;quot;Versus&amp;quot; match.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a Majini with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a Majini from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|300px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
Retunring (sort of) from ''Resident Evil 4'', an [[SWD/Cobray Street Sweeper]] is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the &amp;quot;Jail Breaker&amp;quot; in-game, it has an upgradable effective range. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.&lt;br /&gt;
&lt;br /&gt;
The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. Like the other guns with an internal magazine, such as the Sako 75 rifle and the other shotguns, the singular reload animation only depicts Chris loading in two rounds. As all weapons only have one reload animation in this game, the two round reload stands in for all the different number of shells needed for reloading. Chris also apparently cranks the winding key after loading the two rounds, implied by the pump-action-like sound audible at the end of the reload.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra==&lt;br /&gt;
The &amp;quot;Hydra&amp;quot; is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
[[File:Dickson Triple Barrel.jpg|thumb|none|500px|John Dickson &amp;amp; Son Triple Barrel Side by Side Shotgun - 16 Gauge]]&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. The character will first load two shells at once to the right and center chambers, and then load another shell into the left chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot;. It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during &amp;quot;Lost in Nightmares.&amp;quot; BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot;. It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).&lt;br /&gt;
&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does an HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion vz. 61]] is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but ''two'' full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.&lt;br /&gt;
&lt;br /&gt;
Jill carries two Skorpions during a boss battle against her midway through the game. In &amp;quot;Desperate Escape&amp;quot;, following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]&lt;br /&gt;
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
[[Image:Jill valentine shooting 2 by jasonpictures-d82wrfi.jpg|thumb|none|600px|Another picture of Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is one of the &amp;quot;machine guns&amp;quot; that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the &amp;quot;machine gun&amp;quot; class weapons, but is also by far the least accurate and has the smallest capacity.&lt;br /&gt;
&lt;br /&gt;
The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the &amp;quot;Experimental Facility&amp;quot; Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note the laser sight is fitted to the AK-74's side-mount rail.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556 HOLO==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556 HOLO]] is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.&lt;br /&gt;
&lt;br /&gt;
Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG SG 556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|500px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SIG556 HOLO has a polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SIG556 HOLO.]]&lt;br /&gt;
[[File:RE5Reload.jpg|thumb|none|600px|Sheva reloads the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SIG556 HOLO, unlucky for the Majini trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG556 HOLOs.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG556 HOLO.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
The [[Sako 75]] is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.&lt;br /&gt;
&lt;br /&gt;
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|Chris operates the bolt of the rifle. After each shot, the camera backs out of the scope view till the shooter operates the bolt, then returns to the last position.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range not-quite-zombie-but-human-mutant-monster-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG1]] is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the [[G3]] battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the [[Heckler &amp;amp; Koch HK11|HK11]] automatic rifle series, making it the only weapon in the game with a max capacity ''lower'' than it can hold in real life.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Lost in Nightmares,&amp;quot; a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the &amp;quot;weakest&amp;quot; rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SG 556 has the same reticle when he kills the motorcycle Majinis during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the &amp;quot;Ship Deck&amp;quot; stage, while several more are scattered throughout the &amp;quot;Ruins&amp;quot; stage in Mercenaries No Mercy for the PC.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|Chris fires the grenade launcher at a group of infested tribesmen. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a Majini tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has an [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in ''Resident Evil 6''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring ''Gigante'' enemies from ''Resident Evil 4'' whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sights can still not be used.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for ₦50,000. No upgrades are available for this weapon.&lt;br /&gt;
&lt;br /&gt;
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.&lt;br /&gt;
&lt;br /&gt;
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom &amp;quot;chainsaw grip&amp;quot; attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Heavy Metal Chris carries one in Mercenaries Reunion.&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:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker. This enemy is based on the conspicuously dark-skinned Spanish Mercenary called &amp;quot;JJ&amp;quot; who wielded a similar weapon in ''Resident Evil 4,'' and is another enemy copied from the previous game with no explanation.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.&lt;br /&gt;
&lt;br /&gt;
As with the flamethrower in ''Resident Evil 2'', the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[General Dynamics GAU-19/A]] is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy ''tanks'' the weapon is treated more like a machine gun in ''Resident Evil'' (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle brake and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Returning from ''Resident Evil 4'', three varieties of the [[RPG-7]] can be found in ''Resident Evil 5''. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.&lt;br /&gt;
&lt;br /&gt;
A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.&lt;br /&gt;
&lt;br /&gt;
The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.&lt;br /&gt;
&lt;br /&gt;
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.&lt;br /&gt;
&lt;br /&gt;
Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage &amp;quot;Ship Deck&amp;quot; in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.&lt;br /&gt;
&lt;br /&gt;
Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5. &lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aims his RPG-7 at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;. Unlike in ''Resident Evil 2'', here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the ''pilot'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SG 556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majini.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests. These can be shot, with predictable results.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail [[Model 24 Stielhandgranate]]s (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report ''only'' affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed ''Plaga'' form. &lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.&lt;br /&gt;
&lt;br /&gt;
The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1423327</id>
		<title>Half-Life</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1423327"/>
		<updated>2021-06-12T16:46:32Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Glock 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Half-life.jpg|thumb|right|300px|''Half-life'' (1998)]]&lt;br /&gt;
'''''Half-Life''''' is a sci-fi FPS developed by Valve and Sierra studios and released in 1998. It is notable for being Valve's debut in the gaming industry and the first game in the Half-Life series. It is well known and acclaimed for its lack of cut-scenes (using scripted sequences instead), realistic worlds, (at the time) advanced AI, and seamless storytelling. It also helped jump-start the FPS storytelling genre. It has sold 9.3 million copies by 2009. It was followed by a sequel, ''[[Half-Life 2]]'', and a fan-made remake, ''[[Black Mesa]]''. It was also ported to the newer Source engine instead of the older GoldSource engine, and subsequently re-branded as ''Half-Life: Source''. The ''Half-Life'' expansions ''Opposing Force'', ''Blue Shift'', and ''Decay'' are included in this page.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Half-Life'' and its expansions:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;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. The secondary fire button makes it fire faster, but with reduced accuracy. A suppressed version is used by the female Black Ops, and HECU (Hazardous Environment Combat Unit) medics are also seen using the pistol 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 its windowed magazine.]]&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:HLPistolFiring.jpg|thumb|none|600px|Freeman fires his pistol. Note how the shell is about the same size as the ejection port.]]&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 picked up or used by the player, and remains modeled after a Glock 17 even when the HD pack is installed.]]&lt;br /&gt;
[[Image:Hl glock opfor.jpg|thumb|none|601px|Corporal Adrian Shephard reloads his Glock 17 in ''Opposing Force'' (note the different texture) next to a HECU medic checking his surroundings with his own pistol.]]&lt;br /&gt;
[[Image:W Glock-HLS.jpg|thumb|none|600px|A Glock lays by its former Security Guard companion in ''Half-Life: Source''.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The High Definition pack replaces the Glock 17 with the [[Beretta 92FS]], as well as Half-Life: Source's &amp;quot;Ultra&amp;quot; High Defenition pack. 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 incorrectly 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;
[[File:HL-BS-Beretta.jpg|thumb|none|600px|Barney reloads his Beretta in ''Half-Life: Blue Shift''. Like the Glock from the non-HD version, there are no bullets visible in the magazine, regardless of its remaining ammo count. In contrast to what is seen here, there is no visible magazine at all when performing a partial reload in ''Half Life'' and ''Half-Life: Opposing Force'', due to an oversight.]]&lt;br /&gt;
[[Image:Beretta92-HLS-2.jpg|thumb|none|600px|Freeman brings a Beretta to work in the Ultra HD universe.]]&lt;br /&gt;
[[Image:Beretta92-HLS.jpg|thumb|none|600px|Sensing a premonition, Freeman reloads his gun in the Ultra HD version. Note the Beretta trademarks are clearly visible with this model.]]&lt;br /&gt;
[[Image:Half-Life 92FS 2.jpg|thumb|none|600px|The third-person model is noticeably shorter, somewhat comparable in length to the [[Beretta 85FS]].]]&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. Note the lack of cylinder latch, an error which remains present on ''all'' versions of the game.]]&lt;br /&gt;
[[Image:HLOPythonFlick.jpg|thumb|none|600px|Freeman flicks open the cylinder and prepares to dump a couple of .357 rounds.]]&lt;br /&gt;
[[Image:HLOPythonTilt.jpg|thumb|none|600px|Freeman, in idle, plays with the hammer of the original Python.]]&lt;br /&gt;
[[File:Hl1python-1.jpg|thumb|none|600px|Freeman finds the first Python in the game, next to a dead security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The High-Definition pack replaces the Colt Python by a [[Colt Anaconda]] with wood grips, though it is still shown using .357 Magnum ammunition.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|350px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:Half-Life Python 2.jpg|thumb|none|600px|Freeman repeats the same move in the HD universe as he 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;
[[File:Half-Life Python 5.jpg|thumb|none|600px|The multiplayer version of the revolver with laser sight under the barrel.]]&lt;br /&gt;
[[File:Half-Life Python 4.jpg|thumb|none|600px|In the HD version, Dr. Freeman holds the Colt Anaconda as he observes some poorly-spelled Marine graffiti.]]&lt;br /&gt;
[[File:Half-Life Python 3.jpg|thumb|none|600px|Having welcomed a Vortiguant to Earth with a fresh .357 slug, Freeman reloads his revolver.]]&lt;br /&gt;
[[File:HLPythonSL.jpg|thumb|none|600px|Freeman then slams a speedloader into the cylinder.]]&lt;br /&gt;
[[File:Python-HLS.jpg|thumb|none|600px|Finding a place where the grass is even greener, despite being named &amp;quot;Source&amp;quot;, Freeman plays with a very shiny Anaconda.]]&lt;br /&gt;
[[File:Half-Life Python 1.jpg|thumb|none|600px|The world-model of the HD Anaconda 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 weapon is also seen used at times by Black Mesa security guards. 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;
[[File:Hlop4deagle-1.jpg|thumb|none|600px|Cpl. Shephard kills a Vortigaunt with his Desert Eagle.]]&lt;br /&gt;
[[Image:Half-Life Desert 2.jpg|thumb|none|600px|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]] 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|450px|Franchi SPAS-12 without stock - 12 gauge]]&lt;br /&gt;
[[File:Ithaca_Stakeout_Parkerized.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 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:HLOShotgunFiring.jpg|thumb|none|600px|Freeman fires the original SPAS-12.]]&lt;br /&gt;
[[Image:HLOShotgunPumping.jpg|thumb|none|600px|Freeman racks the pump of the original SPAS-12.]]&lt;br /&gt;
[[Image:HLOShotgunLoading.jpg|thumb|none|599px|Freeman tilts the original SPAS-12, after travelling to the Source Universe, to load a shell into it. Apparently somebody needs to tell Gordon that he's missing the feeding port by about two inches, as cramming shells into the shotgun's heatshield won't actually work in reality.]]&lt;br /&gt;
[[File:Hl1spas-1.jpg|thumb|none|600px|Having travelled back to the GoldSrc Universe, Freeman looks at a SPAS-12 and some spare ammo boxes. The SPAS-12 pickup actually gives you twelve shells, instead of eight (which is how much it holds), though where those extra four shells come from is anybody's guess; the ammo boxes also give twelve, despite the extra shell outside of them.]]&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock folded - 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:HLShotgunLoad.jpg|thumb|none|600px|Freeman loads his SPAS-12, shells still going into the wrong place.]]&lt;br /&gt;
[[Image:HLShotgunPumping.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. Note the extremely short receiver and tube.]]&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;
[[Image:HLmp5sdLoading.jpg|thumb|none|601px|Freeman laments at the lack of a fire selector on the viewmodel and sadly reloads his MP5SD.]]&lt;br /&gt;
[[File:Hlop4mp5-1.jpg|thumb|none|600px|Shephard reloads his MP5, showing that it lacks both ammunition in the magazine and a trigger.]]&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 HUD icon of the MP5SD3 is also an A3 model, but has had the forend and barrel of an [[M16]] with an [[M203]] replacing the MP5's.&lt;br /&gt;
[[File: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;
[[File: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;
[[File:Half-Life MP5A3 1.jpg|thumb|none|600px|A Marine brings his MP5A3 to bear under fire.]]&lt;br /&gt;
[[File:Hl 9mmAR opfor.jpg|thumb|none|600px|Cpl. Shephard holds his reanimated MP5SD3 while examining a retextured world-model MP5A3.]]&lt;br /&gt;
[[file:Hl_spas12.jpg|thumb|none|600px|The MP5A3 HUD icon. Note that the HUD icon has no magazine well.]]&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;
[[File:HLS-M727.jpg|thumb|none|600px|Freeman looks over his darker Colt 727 in ''Half-Life: Source'' while his colleagues look on and wonder why this psychopath hasn't been fired yet. This specific version has the knobs that are normally as part of an M4A1's removable carry handle, but the in-game model maintains the non-removable one (which means it is still a Colt 727), nevermind the fact that the knobs are screwed on the opposite side. Also note the mirrored lower reciever with a normal upper.]]&lt;br /&gt;
[[Image:HL9mmARfiring.jpg|thumb|none|600px|Freeman fires the rifle. Note the pistol-like cartridges.]]&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;
[[File:HLOM727.jpg|thumb|none|600px|A HECU Marine with an M727. Note the lower detail compared to the world-model, presumably because any instance where the player character is this close to an enemy will normally result in the deaths of one or both of the involved parties before the player can get a good look at the weapon.]]&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 by far the most powerful non-fictional weapon, with high damage, range and moderate accuracy. It should be noted that the belt box carries only 50 rounds whereas its real-life counterpart carries 100 or 200. 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 rather 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 box for the SAW.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M40A1==&lt;br /&gt;
The [[M40A1]] 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. Other variants of the Remington 700 use detachable magazines (including the [[M40A5]], which was produced a decade after the game's release).&lt;br /&gt;
&lt;br /&gt;
There was previously an oversight that involved the player character merely pulling the bolt back after each shot, and operating the bolt back then forward before reloading an empty magazine (after which it was pushed forward ''again''). These reversed animations were fixed in a patch.&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;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is attached to the MP5 (and the Colt M727 in the High Definition expansion pack). The MP5 uses the the M203PI variant, whereas the M727 uses the full-length M203. 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:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[Image:Half-Life M203 1.jpg|thumb|none|600px|Freeman looks at the M203PI grenade launcher mounted on the MP5SD3. Note the missing trigger mechanism.]]&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40mm]]&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 HD ammo pickup for the M203, that being two 40mm Grenades.]]&lt;br /&gt;
&lt;br /&gt;
==Armbrust ATW (Futuristic)==&lt;br /&gt;
The &amp;quot;RPG&amp;quot; is a futuristic version of the [[Armbrust ATW]], and is marked as &amp;quot;GAM14B&amp;quot; in the high-definition version. It is shown as being reloadable and laser-guided. The launcher uses a &amp;quot;soft-launch&amp;quot; system; the warhead is pneumatically ejected from the launcher, and the rocket motor ignites a few seconds later. Normally this system is reserved for anti-air missiles and is horribly impractical for the GAM14B's design, as the rocket motor is igniting in the user's face.&lt;br /&gt;
[[Image:Armbrust Rocket Launcher.jpg|thumb|none|500px|Armbrust ATW - 67mm]]&lt;br /&gt;
[[Image:HLOArmbrust.jpg|thumb|none|600px|Dr. Freeman holds the futuristic Armbrust during the level &amp;quot;Surface Tension&amp;quot;. This is the original version, with an unusable scope on the top instead of the ladder sight.]]&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 with a 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;
&lt;br /&gt;
In the multiplayer mode of ''Opposing Force'', the player is able to throw penguins with Mk 2 grenades attached to them. They are essentially a more powerful version of the &amp;quot;snarks&amp;quot;.&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:HLGrenadePinPull.jpg|thumb|none|600px|Freeman pulls the pin on the original grenade in an attempt to blow up a wall.]]&lt;br /&gt;
[[File:HalfLife-Mk2-BlackOps.jpg|thumb|none|600px|Mk 2 grenades attached to the belt of a Black Ops assassin.]]&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; &amp;quot;C-4 plastic explosive&amp;quot; is written in low detail at the top of the backpack.]]&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 ''Opposing Force''.&lt;br /&gt;
&lt;br /&gt;
In ''Blue Shift'', a crate containing an M2HB has &amp;quot;USMC Ordnance&amp;quot; written on it, essentially a play on the [[U.S. Ordnance]] manufacturer name and the USMC featured in the game.&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;
USMC 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 launcher with some sort of magazine mounted on the top for bigger capacity. OpFor soldiers use it the original game. This launcher 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. Note the &amp;quot;magazine&amp;quot; looks suspiciously like a belt box.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chain Gun==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] 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. The Bradley in the game is an original production model with ball mounts for M231 Firing Port Weapons on the sides, which were blocked off by later up-armor packages: the vehicle in the game is also shown with symmetrical sides, with the armor from the right-hand side but the firing port positions from the left side.]]&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;
&lt;br /&gt;
[[File:TOW Bradley.jpg|thumb|none|400px|BGM-71 TOW mounted on Bradley IFV - 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;
{{Template:Half-Life Series}}&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>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1423326</id>
		<title>Half-Life</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=1423326"/>
		<updated>2021-06-12T16:46:18Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Glock 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Half-life.jpg|thumb|right|300px|''Half-life'' (1998)]]&lt;br /&gt;
'''''Half-Life''''' is a sci-fi FPS developed by Valve and Sierra studios and released in 1998. It is notable for being Valve's debut in the gaming industry and the first game in the Half-Life series. It is well known and acclaimed for its lack of cut-scenes (using scripted sequences instead), realistic worlds, (at the time) advanced AI, and seamless storytelling. It also helped jump-start the FPS storytelling genre. It has sold 9.3 million copies by 2009. It was followed by a sequel, ''[[Half-Life 2]]'', and a fan-made remake, ''[[Black Mesa]]''. It was also ported to the newer Source engine instead of the older GoldSource engine, and subsequently re-branded as ''Half-Life: Source''. The ''Half-Life'' expansions ''Opposing Force'', ''Blue Shift'', and ''Decay'' are included in this page.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Half-Life'' and its expansions:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;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. The secondary fire button makes it fire faster, but with reduced accuracy. It is also the only firearm that can be fired underwater. A suppressed version is used by the female Black Ops, and HECU (Hazardous Environment Combat Unit) medics are also seen using the pistol 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 its windowed magazine.]]&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:HLPistolFiring.jpg|thumb|none|600px|Freeman fires his pistol. Note how the shell is about the same size as the ejection port.]]&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 picked up or used by the player, and remains modeled after a Glock 17 even when the HD pack is installed.]]&lt;br /&gt;
[[Image:Hl glock opfor.jpg|thumb|none|601px|Corporal Adrian Shephard reloads his Glock 17 in ''Opposing Force'' (note the different texture) next to a HECU medic checking his surroundings with his own pistol.]]&lt;br /&gt;
[[Image:W Glock-HLS.jpg|thumb|none|600px|A Glock lays by its former Security Guard companion in ''Half-Life: Source''.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The High Definition pack replaces the Glock 17 with the [[Beretta 92FS]], as well as Half-Life: Source's &amp;quot;Ultra&amp;quot; High Defenition pack. 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 incorrectly 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;
[[File:HL-BS-Beretta.jpg|thumb|none|600px|Barney reloads his Beretta in ''Half-Life: Blue Shift''. Like the Glock from the non-HD version, there are no bullets visible in the magazine, regardless of its remaining ammo count. In contrast to what is seen here, there is no visible magazine at all when performing a partial reload in ''Half Life'' and ''Half-Life: Opposing Force'', due to an oversight.]]&lt;br /&gt;
[[Image:Beretta92-HLS-2.jpg|thumb|none|600px|Freeman brings a Beretta to work in the Ultra HD universe.]]&lt;br /&gt;
[[Image:Beretta92-HLS.jpg|thumb|none|600px|Sensing a premonition, Freeman reloads his gun in the Ultra HD version. Note the Beretta trademarks are clearly visible with this model.]]&lt;br /&gt;
[[Image:Half-Life 92FS 2.jpg|thumb|none|600px|The third-person model is noticeably shorter, somewhat comparable in length to the [[Beretta 85FS]].]]&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. Note the lack of cylinder latch, an error which remains present on ''all'' versions of the game.]]&lt;br /&gt;
[[Image:HLOPythonFlick.jpg|thumb|none|600px|Freeman flicks open the cylinder and prepares to dump a couple of .357 rounds.]]&lt;br /&gt;
[[Image:HLOPythonTilt.jpg|thumb|none|600px|Freeman, in idle, plays with the hammer of the original Python.]]&lt;br /&gt;
[[File:Hl1python-1.jpg|thumb|none|600px|Freeman finds the first Python in the game, next to a dead security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The High-Definition pack replaces the Colt Python by a [[Colt Anaconda]] with wood grips, though it is still shown using .357 Magnum ammunition.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|350px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:Half-Life Python 2.jpg|thumb|none|600px|Freeman repeats the same move in the HD universe as he 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;
[[File:Half-Life Python 5.jpg|thumb|none|600px|The multiplayer version of the revolver with laser sight under the barrel.]]&lt;br /&gt;
[[File:Half-Life Python 4.jpg|thumb|none|600px|In the HD version, Dr. Freeman holds the Colt Anaconda as he observes some poorly-spelled Marine graffiti.]]&lt;br /&gt;
[[File:Half-Life Python 3.jpg|thumb|none|600px|Having welcomed a Vortiguant to Earth with a fresh .357 slug, Freeman reloads his revolver.]]&lt;br /&gt;
[[File:HLPythonSL.jpg|thumb|none|600px|Freeman then slams a speedloader into the cylinder.]]&lt;br /&gt;
[[File:Python-HLS.jpg|thumb|none|600px|Finding a place where the grass is even greener, despite being named &amp;quot;Source&amp;quot;, Freeman plays with a very shiny Anaconda.]]&lt;br /&gt;
[[File:Half-Life Python 1.jpg|thumb|none|600px|The world-model of the HD Anaconda 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 weapon is also seen used at times by Black Mesa security guards. 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;
[[File:Hlop4deagle-1.jpg|thumb|none|600px|Cpl. Shephard kills a Vortigaunt with his Desert Eagle.]]&lt;br /&gt;
[[Image:Half-Life Desert 2.jpg|thumb|none|600px|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]] 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|450px|Franchi SPAS-12 without stock - 12 gauge]]&lt;br /&gt;
[[File:Ithaca_Stakeout_Parkerized.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 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:HLOShotgunFiring.jpg|thumb|none|600px|Freeman fires the original SPAS-12.]]&lt;br /&gt;
[[Image:HLOShotgunPumping.jpg|thumb|none|600px|Freeman racks the pump of the original SPAS-12.]]&lt;br /&gt;
[[Image:HLOShotgunLoading.jpg|thumb|none|599px|Freeman tilts the original SPAS-12, after travelling to the Source Universe, to load a shell into it. Apparently somebody needs to tell Gordon that he's missing the feeding port by about two inches, as cramming shells into the shotgun's heatshield won't actually work in reality.]]&lt;br /&gt;
[[File:Hl1spas-1.jpg|thumb|none|600px|Having travelled back to the GoldSrc Universe, Freeman looks at a SPAS-12 and some spare ammo boxes. The SPAS-12 pickup actually gives you twelve shells, instead of eight (which is how much it holds), though where those extra four shells come from is anybody's guess; the ammo boxes also give twelve, despite the extra shell outside of them.]]&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock folded - 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:HLShotgunLoad.jpg|thumb|none|600px|Freeman loads his SPAS-12, shells still going into the wrong place.]]&lt;br /&gt;
[[Image:HLShotgunPumping.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. Note the extremely short receiver and tube.]]&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;
[[Image:HLmp5sdLoading.jpg|thumb|none|601px|Freeman laments at the lack of a fire selector on the viewmodel and sadly reloads his MP5SD.]]&lt;br /&gt;
[[File:Hlop4mp5-1.jpg|thumb|none|600px|Shephard reloads his MP5, showing that it lacks both ammunition in the magazine and a trigger.]]&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 HUD icon of the MP5SD3 is also an A3 model, but has had the forend and barrel of an [[M16]] with an [[M203]] replacing the MP5's.&lt;br /&gt;
[[File: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;
[[File: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;
[[File:Half-Life MP5A3 1.jpg|thumb|none|600px|A Marine brings his MP5A3 to bear under fire.]]&lt;br /&gt;
[[File:Hl 9mmAR opfor.jpg|thumb|none|600px|Cpl. Shephard holds his reanimated MP5SD3 while examining a retextured world-model MP5A3.]]&lt;br /&gt;
[[file:Hl_spas12.jpg|thumb|none|600px|The MP5A3 HUD icon. Note that the HUD icon has no magazine well.]]&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;
[[File:HLS-M727.jpg|thumb|none|600px|Freeman looks over his darker Colt 727 in ''Half-Life: Source'' while his colleagues look on and wonder why this psychopath hasn't been fired yet. This specific version has the knobs that are normally as part of an M4A1's removable carry handle, but the in-game model maintains the non-removable one (which means it is still a Colt 727), nevermind the fact that the knobs are screwed on the opposite side. Also note the mirrored lower reciever with a normal upper.]]&lt;br /&gt;
[[Image:HL9mmARfiring.jpg|thumb|none|600px|Freeman fires the rifle. Note the pistol-like cartridges.]]&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;
[[File:HLOM727.jpg|thumb|none|600px|A HECU Marine with an M727. Note the lower detail compared to the world-model, presumably because any instance where the player character is this close to an enemy will normally result in the deaths of one or both of the involved parties before the player can get a good look at the weapon.]]&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 by far the most powerful non-fictional weapon, with high damage, range and moderate accuracy. It should be noted that the belt box carries only 50 rounds whereas its real-life counterpart carries 100 or 200. 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 rather 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 box for the SAW.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M40A1==&lt;br /&gt;
The [[M40A1]] 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. Other variants of the Remington 700 use detachable magazines (including the [[M40A5]], which was produced a decade after the game's release).&lt;br /&gt;
&lt;br /&gt;
There was previously an oversight that involved the player character merely pulling the bolt back after each shot, and operating the bolt back then forward before reloading an empty magazine (after which it was pushed forward ''again''). These reversed animations were fixed in a patch.&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;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is attached to the MP5 (and the Colt M727 in the High Definition expansion pack). The MP5 uses the the M203PI variant, whereas the M727 uses the full-length M203. 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:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[Image:Half-Life M203 1.jpg|thumb|none|600px|Freeman looks at the M203PI grenade launcher mounted on the MP5SD3. Note the missing trigger mechanism.]]&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40mm]]&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 HD ammo pickup for the M203, that being two 40mm Grenades.]]&lt;br /&gt;
&lt;br /&gt;
==Armbrust ATW (Futuristic)==&lt;br /&gt;
The &amp;quot;RPG&amp;quot; is a futuristic version of the [[Armbrust ATW]], and is marked as &amp;quot;GAM14B&amp;quot; in the high-definition version. It is shown as being reloadable and laser-guided. The launcher uses a &amp;quot;soft-launch&amp;quot; system; the warhead is pneumatically ejected from the launcher, and the rocket motor ignites a few seconds later. Normally this system is reserved for anti-air missiles and is horribly impractical for the GAM14B's design, as the rocket motor is igniting in the user's face.&lt;br /&gt;
[[Image:Armbrust Rocket Launcher.jpg|thumb|none|500px|Armbrust ATW - 67mm]]&lt;br /&gt;
[[Image:HLOArmbrust.jpg|thumb|none|600px|Dr. Freeman holds the futuristic Armbrust during the level &amp;quot;Surface Tension&amp;quot;. This is the original version, with an unusable scope on the top instead of the ladder sight.]]&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 with a 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;
&lt;br /&gt;
In the multiplayer mode of ''Opposing Force'', the player is able to throw penguins with Mk 2 grenades attached to them. They are essentially a more powerful version of the &amp;quot;snarks&amp;quot;.&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:HLGrenadePinPull.jpg|thumb|none|600px|Freeman pulls the pin on the original grenade in an attempt to blow up a wall.]]&lt;br /&gt;
[[File:HalfLife-Mk2-BlackOps.jpg|thumb|none|600px|Mk 2 grenades attached to the belt of a Black Ops assassin.]]&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; &amp;quot;C-4 plastic explosive&amp;quot; is written in low detail at the top of the backpack.]]&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 ''Opposing Force''.&lt;br /&gt;
&lt;br /&gt;
In ''Blue Shift'', a crate containing an M2HB has &amp;quot;USMC Ordnance&amp;quot; written on it, essentially a play on the [[U.S. Ordnance]] manufacturer name and the USMC featured in the game.&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;
USMC 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 launcher with some sort of magazine mounted on the top for bigger capacity. OpFor soldiers use it the original game. This launcher 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. Note the &amp;quot;magazine&amp;quot; looks suspiciously like a belt box.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chain Gun==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] 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. The Bradley in the game is an original production model with ball mounts for M231 Firing Port Weapons on the sides, which were blocked off by later up-armor packages: the vehicle in the game is also shown with symmetrical sides, with the armor from the right-hand side but the firing port positions from the left side.]]&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;
&lt;br /&gt;
[[File:TOW Bradley.jpg|thumb|none|400px|BGM-71 TOW mounted on Bradley IFV - 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;
{{Template:Half-Life Series}}&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>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Heckler_%26_Koch_MP5&amp;diff=1421768</id>
		<title>Heckler &amp; Koch MP5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Heckler_%26_Koch_MP5&amp;diff=1421768"/>
		<updated>2021-06-03T16:51:16Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Heckler &amp;amp; Koch HK94 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''For help identifying MP5 variants, see the [[Heckler &amp;amp; Koch MP5 Identification Guide|MP5 Identification Guide]].'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Specifications=&lt;br /&gt;
(1966 - Present) &lt;br /&gt;
&lt;br /&gt;
'''Type:''' Submachine gun&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 9x19mm Parabellum (MP5), .40 S&amp;amp;W (MP5/40), 10mm (MP5/10)&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 15, 30 round box magazines, 100 round Beta-C drum magazine&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' Safe/Semi/Full-Auto (MP5A1, MP5A2, MP5A3, MP5K) &amp;amp; Safe/Semi/Burst/Full-Auto (MP5A4, MP5A5, MP5KA4, MP5KA5)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title}}&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch MP5A2=&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|thumb|right|400px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[Image:MP5.jpg‎|thumb|right|401px|Heckler &amp;amp; Koch MP5A2 with early &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[Image:2MP5A2.jpg‎|thumb|right|401px|Heckler &amp;amp; Koch MP5A2 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A2 with a Navy Trigger Group - 9x19mm]]&lt;br /&gt;
[[Image:SWATMP5.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A2 with Surefire 628 dedicated forend weaponlight and Navy trigger group, used in ''[[S.W.A.T. (2003)]]'' - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
The first MP5s looked very different from the MP5s that film and television viewers have become accustomed to.  Since the early models were rarely (if ever) seen outside of Europe and not manufactured in the same numbers as the common variants (starting with the A2), this page begins with the MP5A2 model, since that is the earliest model MP5 that would be seen in World Cinema.&lt;br /&gt;
&lt;br /&gt;
Also many MP5A2s (and A3s) were retrofitted with ambidextrous Navy lower trigger groups (both in the real world and Movie armories) and many times these MP5N models are confused with the newer factory issued MP5A4s and MP5A5s.  The MP5N (Navy) has three firing positions unique to the N variant versus the four firing positions (which indicates it is a factory A4 or A5 variant).  &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;
|-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;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lost Honor of Katharina Blum, The|The Lost Honor of Katharina Blum]]'' ||  || German Police || || 1975&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sheena: Queen of the Jungle]]''  || [[John Forgeham]] || Colonel Jorgensen || slimline handguard and straight magazine || 1984&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Double Trouble (Non c'è due senza quattro)]]'' || [[Nello Pazzafini]] || Tango || With sniper scope and sound suppressor || 1984&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Baby: Secret of the Lost Legend]]''  ||  || Soldiers || || 1985&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Biggles: Adventures in Time]]''  ||  || SWAT || Original slimline forearm and straight box magazine || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ishtar]]''  || [[Warren Clarke]] || English Gunrunner || Original slimline forearm || 1987&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Cat (Die Katze)]]'' || || German police || || 1988&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Patriot Games]]''  ||  || British SO19 || Original slimline forearm || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Democratic Terrorist]]'' ||  || German police officer || Original slimline forearm and straight box magazine || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Village of the Damned (1995)|Village of the Damned]]''  ||  || soldiers || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Road Ends]]'' || [[Chris Sarandon]] || Esteban Maceda || || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Turbulence]]''  ||  || SWAT || || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Negotiator]]''  ||  || Chicago PD HBT officers || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rush Hour]]'' ||  || FBI Agents || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Siege]]''  ||  || NYPD ESU ||laser sights|| 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Savior]]''  ||  || Goran the Serbian Soldier || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Recoil]]'' || || Bank robbers, Sloan's henchmen || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mission: Impossible II]]'' ||  || BioCyte security guards ||  || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Cell]]''  ||   || FBI HRT |||| 2000 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Yamakasi]]'' ||  || Special Forces || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Exit Wounds]]'' ||  ||SWAT  || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Fast and the Furious]]''  || [[Paul Walker]]   ||  Brian O'Conner || Fitted with Surefire dedicated forearm light|| 2001&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Ballistic: Ecks vs. Sever]]'' || [[Antonio Banderas]] || Jeremiah Ecks || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2002&lt;br /&gt;
|-&lt;br /&gt;
| [[Lucy Liu]] || Agent Sever &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper 2]]''  ||  ||  || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cradle 2 the Grave]]'' ||  || LAPD SWAT ||  Surefire dedicated forearm light || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[44 Minutes: The North Hollywood Shootout]]'' || [[Ron Livingston]] || Officer Donnie Anderson  ||  Surefire dedicated forearm light.|| 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terminator 3: Rise of the Machines]]'' ||  || Sheriff's Department SWAT || Surefire dedicated forearm light and navy trigger group. || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bad Boys II]]'' || || Miami PD SWAT || Surefire dedicated forearm light || 2003&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | ''[[S.W.A.T. (2003)|S.W.A.T.]]''  || [[Samuel L. Jackson]] || Sgt. Dan &amp;quot;Hondo&amp;quot; Harrelson || rowspan=&amp;quot;5&amp;quot; |  Surefire dedicated forearm light.|| rowspan=&amp;quot;5&amp;quot; | 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Colin Farrell]] || Officer Jim Street &lt;br /&gt;
|-&lt;br /&gt;
| [[Michelle Rodriguez]] || Officer Chris Sánchez &lt;br /&gt;
|-&lt;br /&gt;
| [[L.L. Cool J]] || Officer Deacon &amp;quot;Deke&amp;quot; Kay &lt;br /&gt;
|-&lt;br /&gt;
| [[Brian Van Holt]] || Officer Michael Boxer &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Employee of the Month (2004)|Employee of the Month]]'' || || bank robber || MP5N  || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Breaking News]]'' || [[Nick Cheung]] || Inspector Cheung || With Surefire dedicated forearm light || 2004&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Mr. &amp;amp; Mrs. Smith]]'' ||[[Brad Pitt]] || John Smith || rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 2005&lt;br /&gt;
|-&lt;br /&gt;
| [[Angelina Jolie]] || Jane Smith &lt;br /&gt;
|-&lt;br /&gt;
|  || Company Men &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lord of War]]'' ||   || Interpol Agents|| || 2005&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Fun with Dick and Jane (2005)|Fun with Dick and Jane]]'' ||  || Police officers ||w/ dedicated forend weaponlights || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Miami Vice (2006)|Miami Vice]]'' ||   || Yero's Henchman || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Wars: D-War]]'' ||  || LAPD SWAT || Surefire dedicated forearm light || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Kingdom]]'' ||  || Saudi Special Security Force officers || With RAS || 2007 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Invisible Target]]'' ||   || Hong Kong Police ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Devil's Ruse, The (Dáblova lest)| The Devil's Ruse (Dáblova lest)]]'' || || URNA (Czech SWAT) ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Dark Knight]]'' ||  || GCPD SWAT ||  Surefire dedicated forearm light || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Brothers Bloom, The|The Brothers Bloom]]'' ||  || Smuggler ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Peranmai]]'' ||  || George || || 2009 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vantage Point]]'' ||  || Spanish Police || Navy model|| 2009 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Law Abiding Citizen]]'' ||  || Philadelphia SWAT || Surefire dedicated forearm light || 2009 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dolan's Cadillac]]''|| || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Iron Man 2]]'' ||  || CRS officers ||  || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Green Zone]]'' ||  || Private Military Contractors ||   || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Game of Death]]'' ||  || Detroit SWAT ||  || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire of Conscience]]'' || [[Michelle Ye]]'' || May || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3| ''[[Red State]]'' || [[John Goodman]] || ATF Agent Keenan ||  ||rowspan=3| 2011&lt;br /&gt;
|-&lt;br /&gt;
 || [[Jennifer Schwalbach Smith]] || Esther ||&lt;br /&gt;
|-&lt;br /&gt;
 ||  || ATF Agents ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cat Run]]'' ||  || border guard || slimline handguard and straight magazine  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Baytown Outlaws, The|The Baytown Outlaws]]'' ||  || gang member ||Surefire forend weaponlight, picatinny-mounted aimpoint and silencer  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Act of Valor]]'' ||  || Enemy guard ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cold War]]'' ||  || HKPF officer ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Viral Factor, The|The Viral Factor]]'' ||  || Malaysian police officers || Surefire dedicated forearm light and Navy trigger group || 2012&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Kill Zombie!]]'' || [[Gigi Ravelli]] || Kim|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Mimoun Ouled Radi]] || Mo&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Argo]]'' ||  || Iranian Revolutionary Guard || With slimline handguard and straight magazines || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Dark Thirty]]'' ||  || Gunman ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guardian Angel (Schutzengel)]]'' ||  || SWAT team member ||M4-style stock and Surefire forend 628 weaponlight|| 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Maximum Conviction]]'' ||  || Merc ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Casa de mi Padre]]'' ||  || Henchman || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Dark Knight Rises]]''||||Gotham police officers||||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cockneys vs. Zombies]]''||||Armed Response Team member||||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dhoom 3]]'' ||  || SWAT ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vendetta]] '' ||  || SO19 (British SWAT) |||| 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lust of the Dead 5]]'' || [[Asami Sugiura]] || Kanae's clones ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunting the Phantom]]'' ||  || Rush's mercenary ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Raid 2]]''||  || Henchman || airsoft || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Colt 45]]'' || || in large store of arms || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Last Witch Hunter]]|| ||||seen in Kaulder's armory|| 2015&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Gangster Ka]] ||  || URNA (Czech SWAT) ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Patriots Day]]''||||Boston PD SWAT||||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[J Revolusi]]''||||Malaysian police officers|| With &amp;quot;tropical&amp;quot; wide handguard ||2017&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hold the Dark]]''|| [[James Badge Dale]] || Donald Marium ||  ||2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Maze Runner: The Death Cure]]'' || [[Will Poulter]] || Gally || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Maze Runner: The Death Cure]]'' || || WCKD soldiers and &amp;quot;Crank&amp;quot; rebels || || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[KL Special Force]]''||||Malaysian police patrolman|| With &amp;quot;tropical&amp;quot; wide handguard ||2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[El Robo del Siglo]]''|| || Skyhawk Group Members || With &amp;quot;tropical&amp;quot; wide handguardand and tactical flashlights  ||2020&lt;br /&gt;
|-&lt;br /&gt;
|''[[Birds of Prey]]''||||Mercenary||||2020&lt;br /&gt;
|-&lt;br /&gt;
|''[[Black Widow (2021)|Black Widow]]'' ||||SWAT officers||||2021&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;|'''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;300&amp;quot;|'''Note /Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[On Wings of Eagles]]'' || || Revolutionaries || original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lois &amp;amp; Clark: The New Adventures of Superman]]'' || || Terrorists ||&amp;quot;Faster Than A Speeding Vixen&amp;quot;|| 1993 - 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The X-Files]]'' || || Black-ops/Syndicate personnel, SWAT officers, FBI/Government tactical agents, Militia bank robbers (S5E18) || Slimline handguards &amp;amp; flash-hiders; &amp;quot;The Blessing Way&amp;quot; (S3E01), &amp;quot;Apocrypha&amp;quot; (S3E16), Slimline handguards &amp;amp; standard barrels; &amp;quot;Tunguska&amp;quot; (S4E08), Tropical handguards; &amp;quot;The Pine Bluff Variant&amp;quot; (S5E18), Surefire forearms; &amp;quot;Monday&amp;quot; (S6E14), &amp;quot;X-Cops&amp;quot; (S7E12), &amp;quot;This Is Not Happening&amp;quot; (S8E14), &amp;quot;4-D&amp;quot; (S9E04) || 1995 - 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Baywatch Nights]]'' || [[Curtis Taylor]] || Lieutenant Reddick, SWAT officers || &amp;quot;The Creature&amp;quot;, fitted with flashlight || 1995-1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Millennium]]'' || || SWAT/SRT officers ||  || 1996 - 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Seven Days]]'' || ||  ||  || 1998 - 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Julie Lescaut]]'' || || RAID (French SWAT) team ||  || 2000 - &lt;br /&gt;
|-&lt;br /&gt;
| ''[[CSI: Crime Scene Investigation]]'' ||  || Las Vegas P.D. SWAT || Fitted with Surefire 628 dedicated forearm lights || 2000 - &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ultimate Force]]'' || || Irish RUC officers || &amp;quot;The Killing of a One-Eyed Bookie&amp;quot;, fitted with tropical and slimline forearms || 2002 - 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[CSI: Miami]]'' || || Miami P.D. SWAT || Fitted with scopes and Surefire 628 dedicated forearm lights || 2002 - &lt;br /&gt;
|-&lt;br /&gt;
| ''[[State Of Play (2003)|State of Play]]'' || || British armed police ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[CSI: NY]]'' || ||ESU Members || Often fitted with Surefire 628 dedicated forearm lights || 2004 - &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Criminal Minds]]'' || ||SWAT/HRT officers ||  || 2005 - &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Saving Grace]]''||||SWAT Officers||&amp;quot;Everything's Got a Shelf Life&amp;quot; (S1E08)||2007 - 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ultimate Weapons]]'' || || || w/ EOTech sight || 2009-2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Charlie's Angels (2011)|Charlie's Angels]]'' ||  || thug ||MP5N  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Following, The|The Following]]'' ||  || FBI SWAT ||w/ EOTech sight || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lewis (TV Series)|Lewis]]'' || || British armed police || &amp;quot;Down Among the Fearful: Part 2&amp;quot; (S07E02); With weaponlight and sighting device || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[People v. O.J. Simpson: American Crime Story, The|The People v. O.J. Simpson:American Crime Story]]''||||L.A.P.D. SWAT||&amp;quot;The Run of His Life&amp;quot; (S1E02)||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Gladbeck]]'' ||  || German SEK and police ||  || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[L.A.'s Finest]]''||||L.A.P.D. detectives|| || 2019&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Falcon and the Winter Soldier - Season 1|The Falcon and the Winter Soldier]]''|||| Latvian police officer || &amp;quot;Truth&amp;quot; (S1E05)||2021&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;|'''Game 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;
| ''[[Rainbow Six]]'' || HK MP5 A2 || || w/ 3-round burst mode || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Rogue Spear]]'' || HK MP5A4 ||  ||w/ 3-round burst mode || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon]]'' || MP5 ||  || w/ 3-round burst mode || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Splinter Cell]]'' ||  ||without trigger and trigger guard  ||used by hostile NPC's  || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sum of All Fears, The (VG)|The Sum Of All Fears]]'' || 9mm SMG || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Postal 2]]'' || MP5 || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Enter the Matrix]]'' ||MP5|| with and without weaponlight || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[SAS Secure Tomorrow]]'' || || || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Code of Honor 3: Desperate Measures]]'' || H&amp;amp;K MP5N || ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Forces Corps]]'' ||  ||   || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Forces Corps]]'' ||  ||   || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid: Peace Walker]]'' ||  ||   || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lara Croft and the Guardian of Light]]'' ||  || || not usable || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Chernobyl Terrorist Attack]]'' || || with red dot scope || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[NCIS: The Video Game]]'' || || || on poster || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[SOCOM 4: US Navy SEALs]]'' || KP5 || || w/ RIS handguard || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[War Inc. Battlezone]]'' ||  || w/ various attachments || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Payday: The Heist]]'' || COMPACT-5 || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Modern Warfare 3]]'' || MP5 || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Glorious Missions]]'' ||  || || Non-player weapon, used by JMSDF Special Boarding Unit and Terrorists || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[007: Legends]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost In The Shell: Stand Alone Complex First Assault]]'' || MP-V5A || various attachments || Starter submachine gun || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || MP5A2 || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Insurgency Sandstorm]]'' || &amp;quot;MP5A2&amp;quot; || || slimline handguard and &amp;quot;waffle&amp;quot;-stick magazine || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Days Gone]]'' || &amp;quot;SWAT 10&amp;quot; || || With slimline forearm and straight box magazine || 2019&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;250&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Appleseed]]'' || Olympus Police ||  slimline handguards || 1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lupin III: The Pursuit of Harimao's Treasure]]'' || Neo-Himmel soldiers || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Burn-Up W]] || Terrorist ||  || 1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hyper Police]]'' || Naoko Kondo || || 1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cowboy Bebop the Movie: Knockin' on Heaven's Door]]'' || I.S.S.P. SWAT ||  With Surefire dedicated forend weapon lights || 2001&lt;br /&gt;
|-&lt;br /&gt;
|''Jyu-oh-sei'' ||  Various || MP5NA2 || 2006&lt;br /&gt;
|-&lt;br /&gt;
|''Stigma of the Wind'' || Missou's bodyguards || || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Strange Case Files of Ryoko Yakushiji]]'' || Japanese Private Police ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lupin the 3rd vs. Detective Conan]]'' || A hitman || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Case Closed]]'' || Bank Robbers ||  MP5NA2 || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Angel Beats!]]'' || Ooyama ||  || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wizard Barristers: Benmashi Cecil]]'' || Special Assault Team || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[Amagi Brilliant Park]]'' || Elementary school kids || rowspan=2| || rowspan=2| 2014&lt;br /&gt;
|-&lt;br /&gt;
| Moffle&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bungo Stray Dogs - Season 1|Bungo Stray Dogs]]'' || Mercenaries || &amp;quot;First, an Unsuitable Profession for Her. Second, an Ecstatic Detective Agency&amp;quot; || 2016&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Bungo Stray Dogs - Season 2|Bungo Stray Dogs]]'' || Mimic organization members || Ep. 13, 14, 16 || rowspan=&amp;quot;3&amp;quot; | 2016&lt;br /&gt;
|-&lt;br /&gt;
| Special Ability Department agents || Ep. 15&lt;br /&gt;
|-&lt;br /&gt;
| Guild members || Ep. 18, 20, 21&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bungo Stray Dogs: Dead Apple]]'' || Tatsuhiko Shibusawa's henchmen || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sword Art Online: Alternative Gun Gale Online]]'' || Player || Ep. &amp;quot;Fan Letter&amp;quot; || 2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch MP5A3=&lt;br /&gt;
[[Image:HK MP5.JPG|thumb|right|400px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:MP5A3 StockCollapsed.jpg‎|thumb|right|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[Image:MP002M-1.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and flash hider - 9x19mm]]&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5-N with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[Image:MP5A3 F stock.jpg|thumb|400px|right|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and MP5F stock - 9x19mm]]&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and safe-semi-two round burst Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:MP5A3RIS.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
'''Note: What appear to be MP5A3s featured in films of the 1980's-90's like ''[[Die Hard]]'', ''[[Lethal Weapon]]'', ''[[Speed]]'', and ''[[Air Force One]]'', are actually &amp;quot;chopped and converted&amp;quot; [[HK 94|HK 94 Carbines]].'''&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;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;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Millions Game, The|The Millions Game]]'' || [[Theo Fink]] || Hänsel ||  rowspan=&amp;quot;2&amp;quot; | slimline handguard and a straight waffle-style magazine || rowspan=&amp;quot;2&amp;quot; | 1970&lt;br /&gt;
|-&lt;br /&gt;
| [[Josef Fröhlich‎]] || Witte &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ''[[The Final Option]]''  || [[Maurice Roëves‎]] || Major Steele ||rowspan=&amp;quot;4&amp;quot; | slimline handguard and straight magazine || rowspan=&amp;quot;4&amp;quot; | 1982&lt;br /&gt;
|-&lt;br /&gt;
| Bob Sherman‎ || Captain Hagen &lt;br /&gt;
|-&lt;br /&gt;
|  Albert Fortell‎ || Captain Freund &lt;br /&gt;
|-&lt;br /&gt;
| || SAS troopers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sheena: Queen of the Jungle]]'' || || Prince Otwani, Soldiers || || 1984 &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Water (1985)|Water]]'' || [[Paul Heiney]] || Kessler || slimline handguard and a straight waffle-style magazine || rowspan=&amp;quot;3&amp;quot;| 1985&lt;br /&gt;
|-&lt;br /&gt;
| [[Alfred Molina]] || Pierre || slimline handguard and a straight waffle-style magazine&lt;br /&gt;
|-&lt;br /&gt;
|  || mercenaries || slimline handguard and a straight waffle-style magazine&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hold-Up]]'' || || Montreal SWAT || || 1985&lt;br /&gt;
|-&lt;br /&gt;
| ''[[A Better Tomorrow]]'' || [[Ti Lung]] || Sung Tse-Ho || || 1986 &lt;br /&gt;
|-&lt;br /&gt;
| ''Never Too Young to Die'' || John Stamos|| Lance Stargrove || || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Living Daylights]]'' |||| SAS Trainers || || 1987 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Fourth Protocol]]'' || || SAS Troopers||With slimline handguards || 1987 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[License To Kill]]'' || || Thugs || || 1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Package]]'' || ||West German Polizei|| ||1989&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Lethal Weapon 2]]''|| [[Mel Gibson]] || Det. Martin Riggs || rowspan=&amp;quot;3&amp;quot; | With and without brass catchers. || rowspan=&amp;quot;3&amp;quot; | 1989&lt;br /&gt;
|-&lt;br /&gt;
| [[Danny Glover]] || Det. Roger Murtaugh &lt;br /&gt;
|-&lt;br /&gt;
|   || Rudd's Henchmen &lt;br /&gt;
|-&lt;br /&gt;
| ''[[UHF]]'' || [[Jay Levey]] || Gandhi || Used in a trailer for the fictitious ''Gandhi II''.|| 1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tango &amp;amp; Cash]]'' || || Perret's Guards || || 1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Class of 1999]]'' ||  ||  || || 1990&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Die Hard 2]]'' || [[Bruce Willis]] || Lt. John McClane || rowspan=&amp;quot;2&amp;quot; | With scope and magazines taped together jungle style.|| rowspan=&amp;quot;2&amp;quot; | 1990&lt;br /&gt;
|-&lt;br /&gt;
| [[Don Harvey]]  || Garber&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Delta Force 2: The Colombian Connection]]'' || extras || Henchmen || || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Desperate Hours]]'' ||  || SWAT || || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Short Time]]'' || [[Tony Pantages]] || Vito || With a laser sight || 1990&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ''[[Hard Boiled]]'' || [[Chow Yun-Fat]] || Inspector Teguila Yuen || rowspan=&amp;quot;4&amp;quot; |  .|| rowspan=&amp;quot;4&amp;quot; | 1992 &lt;br /&gt;
|-&lt;br /&gt;
| [[Tony Leung Chiu Wai]] || Alan &lt;br /&gt;
|-&lt;br /&gt;
|    || Johnny Wong's Henchmen &lt;br /&gt;
|-&lt;br /&gt;
|    || Hong Kong SDU &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Democratic Terrorist]]''|| [[Stellan Skarsgård]] || Carl Hamilton || slim handguard, waffle magazine ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Democratic Terrorist]]''||  || GSG 9 officers || slim handguard, waffle magazine ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Democratic Terrorist]]''||  || terrorist || slim handguard, waffle magazine ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point of No Return ]]''||  [[Gabriel Byrne]]|| Bob |||| 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guarding Tess]]'' ||   || TWT || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Speed]]''  || [[Keanu Reeves]] || Jack Traven || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Clear and Present Danger]]'' || [[Raymond Cruz]] || Domingo Chavez || Fitted with a suppressor || rowspan=&amp;quot;2&amp;quot; | 1994&lt;br /&gt;
|-&lt;br /&gt;
|  || Escobedo's Henchmen || &lt;br /&gt;
|-&lt;br /&gt;
|''[[Open Fire]]'' || [[Brenda Swanson]] || Kesack || || 1994&lt;br /&gt;
|-&lt;br /&gt;
|''[[Open Fire]]'' || [[Steph DuVall]] || Hicks || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[The Usual Suspects]]''|| [[Kevin Pollak]] || Hockney || rowspan=&amp;quot;3&amp;quot; |  || rowspan=&amp;quot;3&amp;quot; | 1995&lt;br /&gt;
|-&lt;br /&gt;
| [[Stephen Baldwin]] || McManus &lt;br /&gt;
|-&lt;br /&gt;
| [[Kevin Spacey]] || Verbal Kint &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strange Days]]''  ||  || Shop Owner || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Rumble in the Bronx]]''|| || White Tiger gang member || rowspan=&amp;quot;2&amp;quot; | HFC MP210 Soft Air Gun || rowspan=&amp;quot;2&amp;quot; | 1995&lt;br /&gt;
|-&lt;br /&gt;
| || Law enforcement operative&lt;br /&gt;
|-&lt;br /&gt;
| ''[[No Way Back (1995)|No Way Back]]'' || || Serlano's thugs || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Top Dog]]'' || || Neo Nazi terrorists and San Diego SWAT || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Rock]]'' || [[Michael Biehn]] || Commander Anderson || || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Independence Day]]'' ||   || American Military Personnel || || 1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[Silent Trigger]]''||[[Gina Bellman]]||Clegg||||1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ransom]]''|| ||FBI HRT &amp;amp; NYPD ESU|| ||1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Saint]]'' || [[Tommy Flanagan]] || Scarface || || 1997 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Peacemaker]]''||[[Carlos Gomez]] || Santiago |||| 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[All the Things We Dreamt of for So Long (Vsyo to, o chyom my tak dolgo mechtali)|All the Things We Dreamt of for So Long]]'' || || German police || || 1997&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | ''[[Black Cat, White Cat (Crna macka, beli macor)]]'' || [[Srdjan Todorovic]] || Dadan Karambolo ||  ||  rowspan=&amp;quot;2&amp;quot; | 1998 &lt;br /&gt;
|-&lt;br /&gt;
|  || Dadan's girl, varios henchmen ||  &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Run, Lola, Run (Lola rennt)]]'' ||  || German SWAT || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[The Siege]]'' ||   || NYPD ESU || || rowspan=&amp;quot;2&amp;quot; | 1998 &lt;br /&gt;
|-&lt;br /&gt;
|   || FBI HRT || Fitted with laser and red dot sights&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' || [[Mickey Rourke]] || Rudy Ray || with optics || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' ||  || henchmen and SWAT team || with optics, suppressors, lights || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Recoil]]'' || || Bank robbers, Sloan's henchmen || || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bone Collector, The|The Bone Collector]]''||||NYPD ESU||||1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Boondock Saints]]'' || [[Sean Patrick Flanery]] || Connor MacManus || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Light It Up]]''||   || NYPD ESU || Fitted with Surefire 628 dedicated forearm weapon light, laser and telescopic sights  || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[End of Days]]'' || [[Arnold Schwarzenegger]] || Jericho Cane || Fitted with [[M203 grenade launcher]] || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Entrapment]]'' ||  || UTK members (Malaysian SWAT) || Fitted with &amp;quot;tropical&amp;quot; wide handguard and Surefire 628 dedicated forearm weapon light || 1999&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[eXistenZ]]'' || [[Callum Keith Rennie]] || Hugo Carlaw || rowspan=&amp;quot;2&amp;quot; |  || rowspan=&amp;quot;2&amp;quot; | 1990&lt;br /&gt;
|-&lt;br /&gt;
| [[Jennifer Jason Leigh]]  || Allegra Geller&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Python]]'' ||  || Soldiers ||  || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X-Men]]''  || || Federal Agent || With Navy trigger group || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Erkan &amp;amp; Stefan]]''  || || GSG 9 members || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Taxi 2]]''|| ||Fake Yakuza Goons and French RAID Operatives|| w/ slimline forearm and SEF trigger pack||2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[First Target]]''  || || SWAT || Fitted with Surefire 628 dedicated forend weaponlights. || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bait (2000)]]''  || || SWAT officers || || 2000&lt;br /&gt;
|-&lt;br /&gt;
|''[[3000 Miles to Graceland]]''||[[Thomas Haden Church]]||Deputy US Marshal Quigley||||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hannibal]]'' ||  || FBI HRT || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Along Came a Spider]]'' |||| FBI HRT || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Behind Enemy Lines]]''||   || Serbian Soldiers ||  || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black Hawk Down]]'' || [[Ron Eldard]] || CWO Mike Durant || With slimline handguard || 2001&lt;br /&gt;
|-&lt;br /&gt;
| [[Black Hawk Down]] || [[Johnny Strong]] || SFC Randy Shughart || With slimline handguard || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Angel Eyes]]'' || [[Marcello Thedford]] || Peebo || with a brass catcher || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Training Day (2001)]]'' || [[Dr. Dre]] || Paul || with Navy trigger group || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warriors (Guerreros)]]'' || || Serbian soldiers  || Fitted with Surefire forearm weapon lights || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2009: Lost Memories]]'' || || Fureisenjin fighters || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Half Past Dead]]''  || || Mercenaries || Fitted with laser sights || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Equilibrium]]'' ||  || Sweepers || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Steal]]'' ||  || SWAT Officer || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[First Shot]]'' || || FBI HRT ||  || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Old Men in New Cars]]'' || || Danish police SWAT || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Strawberries in the Supermarket (Jagoda u supermarketu)]]'' || [[Srdjan Todorovic]] || Marko Kraljevic || rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Marko Jeremic]] || Limun&lt;br /&gt;
|-&lt;br /&gt;
|  || SWAT&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Dreamcatcher]]'' || [[Tom Sizemore]] || Lt. Underhill || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Thomas Jane]] || Henry&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X2]]'' ||   || Secret Service Agents || Fitted with Surefire 628 dedicated forend weaponlights || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2 Fast 2 Furious]]'' || [[James Remar]] || Agent Markham || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Matrix Reloaded]]''  ||   || Merovingian's Henchman || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Underworld]]'' ||   || Death Dealers || || rowspan=&amp;quot;2&amp;quot; | 2003&lt;br /&gt;
|-&lt;br /&gt;
|   || Lycans || Fitted with Surefire forearm weapon lights.&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ruby &amp;amp; Quentin]]'' || || French Police || MP5F || 2003&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5|''[[Detention]]'' || [[Dolph Lundgren]] || Sam Decker ||rowspan=5|Slimline handguard || rowspan=5|2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Joseph Scoren]] || Viktor&lt;br /&gt;
|-&lt;br /&gt;
| [[Mif]] || Alek&lt;br /&gt;
|-&lt;br /&gt;
| [[Kata Dobó]] || Gloria Waylon&lt;br /&gt;
|-&lt;br /&gt;
| [[K.C. Collins]] || Hogie Hogarth&lt;br /&gt;
|-&lt;br /&gt;
|''[[Layer Cake]]''||||Police||||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cutie Honey]]'' || || Panther Claw goons || Flashpaper guns with [[XM177]] flashhider || 2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[36th Precinct]]''||  || Policeman ||  ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[San Antonio]]''||  || Thug || ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Breaking News]]''  ||   || HKPF SDU || With Surefire forearm weapon lights || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cash Truck]]'' || || Robbers || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ''[[Saw II]]'' || [[Lyriq Bent]] || SWAT officer Daniel Rigg || SEF trigger group or Navy trigger group (continuity error), flashlight || rowspan=&amp;quot;4&amp;quot; | 2005&lt;br /&gt;
|-&lt;br /&gt;
| [[Vincent Rother‎]] ||SWAT officer Joe ||Navy trigger group,  flashlight&lt;br /&gt;
|-&lt;br /&gt;
| [[Kelly Jones]] ||SWAT officer Pete Baker ||SEF trigger group,  flashlight&lt;br /&gt;
|-&lt;br /&gt;
|  ||other SWAT officers||SEF and Navy trigger group&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Interpreter]]''||||US Secret Service||||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Transporter 2]]''||  || Miami PD SWAT ||  || 2005 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The President's Last Bang]]'' || || KCIA Agents || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[16 Blocks]]''  ||  || NYPD ESU || Fitted with Surefire forearm weapon lights, with SEF and Navy trigger groups.|| 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Da Vinci Code]]'' ||||London Metropolitan Police, CO19||||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In Her Line of Fire]]'' || [[Robbie Magasiva]] || Petelo || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Sentinel]]''  || || Terrorists dressed as Toronto ERT ||  || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Departed]]''  || || Chinese gangster ||  || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vermin, The (Škodná)|The Vermin (Škodná)]]'' || || Czech SWAT ||  || 2006&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Saw III]]'' ||  || SWAT officers || rowspan=&amp;quot;3&amp;quot; |with flashlight and laser points || rowspan=&amp;quot;3&amp;quot; | 2006&lt;br /&gt;
|-&lt;br /&gt;
| [[Kelly Jones]] || SWAT officer Pete Baker  &lt;br /&gt;
|-&lt;br /&gt;
| [[Vincent Rother]] || SWAT officer Joe &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[The Condemned]]'' || [[Steve Austin]] || Jack Conrad || rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 2007&lt;br /&gt;
|-&lt;br /&gt;
| [[Vinnie Jones]] || Ewan McStarley &lt;br /&gt;
|-&lt;br /&gt;
| extras || Guards &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hitman]]'' || [[Timothy Olyphant]] || Agent 47 || Fitted with RIS forearm|| 2007&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Saw IV]]'' ||  || SWAT officers || rowspan=&amp;quot;3&amp;quot; | With Navy trigger group|| rowspan=&amp;quot;3&amp;quot; | 2007&lt;br /&gt;
|-&lt;br /&gt;
| [[Lyriq Bent]]  || Daniel Rigg&lt;br /&gt;
|-&lt;br /&gt;
| [[Simon Reynolds]]  || Officer Lamanna &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Taxi 4]]'' || || CRS officers ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Outlaw]]'' || || Police officers ||most with Surefire dedicated forend weaponlight|| 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Invisible Target]]'' ||   || Hong Kong Police ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[L: Change the World]]'' ||  || SWAT ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crossfire (Les Insoumis)]]'' ||  || GIGN men, Gangsters || With Surefire weaponlights || 2008&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Babylon A.D.]] || [[Vin Diesel]] || Toorop || Fitted with RIS forearm|| rowspan=&amp;quot;2&amp;quot; |  2008 &lt;br /&gt;
|-&lt;br /&gt;
|   || Bikers ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[A Pain in the Ass (L'emmerdeur) (2008)|A Pain in the Ass (L'emmerdeur)]]'' || || Special police unit troopers || || 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[MR 73 (2008)]]''||||G.I.P.N. officers||||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fast &amp;amp; Furious]]'' || || FBI agents || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Peranmai]]'' || || Mercenary ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Keeper]]'' || || Kidnappers || With Navy trigger group || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Angels &amp;amp; Demons]]''||||Italian Carabinieri and Swiss Guard||||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Legion]]'' || [[Tyrese Gibson]] || Kyle Williams || || 2010 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Other Guys]]''  || || NYPD ESU || || 2010 &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Nokas]]'' || [[Francis Gamble]] || Axel || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |  2010&lt;br /&gt;
|-&lt;br /&gt;
|   || Politi officers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kajínek]]''|| || URNA (Czech SWAT) || ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Assault (L'Assaut)]]''|| ||GIGN Officers|| Fitted with Navy trigger groups, laser aiming modules and flashlights||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wild Target]]''|| [[Bill Nighy]]|| Victor || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|-| ''[[The Stranger]]'' ||||SWAT  || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Brooklyn's Finest]]'' ||||N.Y.P.D. ESU|| ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[To Protect and Serve (Protéger &amp;amp; servir)]]'' || || Special unit officer || With sighting device || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Saw VII 3D: The Final Chapter]]'' || || SWAT officers||With railed handguards and flashlights || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[A Gang Story (Les Lyonnais)]]''  || || Lyon police officer || With railed handguard || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cat Run]]''  || || security guards || original slimline forearm || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Largo Winch II (2011)|Largo Winch II]]''  || || Policemen || with Navy triger groups and MP5F stocks || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fast Five]]'' || || Gunmen || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The ABCs of Death]]'' ||  || Mentals || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lookout, The|The Lookout]]'' || || French police || UMP folding stock and a tactical handguard with MIT rails || 2012 &lt;br /&gt;
|-&lt;br /&gt;
|''[[Viral Factor, The|The Viral Factor]]'' || || PASKAL commandos || with Surefire 628 forend weaponlight || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cold War]]''  || || HKPF SDU officers ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[On the Other Side of the Tracks]]''  || || SWAT team member|| railed handguard, RIS foregrip and scope  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Seven Psychopaths]]'' || [[Woody Harrelson]] || Charlie Costello || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guardian Angel (Schutzengel)]]'' ||  || SWAT team member ||with Surefire 628 forend weaponlight || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Thieves]]''  || || South Korean SWAT officers || With Surefire weaponlights and railed handguards  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Man on a Ledge]]'' ||  || NYPD ESU officers || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Stolen]]'' ||  || FBI SWAT officer || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Safe]]'' || ||  NYPD ESU officers ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Dark Knight Rises]]''||||Gotham Police Officers||||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shadow of Death, The (Stín smrtihlava)|The Shadow of Death (Stín smrtihlava)]]'' || || URNA (Czech SWAT) || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lost Gate, The (Ztracená brána)|The Lost Gate (Ztracená brána)]]''|| || ''URNA'' (Czech ''SWAT'') || ||2012&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |''[[PE3: Bapak Segala Gangster]]''|| || ''UNGERIN'' (Marine police SWAT) || rowspan=&amp;quot;3&amp;quot; |With &amp;quot;tropical&amp;quot; wide handguard || rowspan=&amp;quot;3&amp;quot; |2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Farid Kamil]] || Megat &lt;br /&gt;
|-&lt;br /&gt;
| Kamal Adli || Fumi &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Baytown Outlaws, The|The Baytown Outlaws]]''||||||seen in gun arsenal||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cockneys vs. Zombies]]''|||| Armed Response Team members ||||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vulture, The|The Vulture (Sęp)]]'' ||  || Polish CT/SWAT || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Olympus Has Fallen]]'' || [[Gerard Butler]] || Mike Banning ||rowspan=&amp;quot;2&amp;quot;|Surefire forend and ACOG TA31 RCO scope|| rowspan=&amp;quot;3&amp;quot; | 2013&lt;br /&gt;
|-&lt;br /&gt;
| || North Korean terrorists&lt;br /&gt;
|-&lt;br /&gt;
| [[Rick Yune]] || Kang Yeosak ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[White House Down]]'' || [[Jason Clarke]] || Emil Stenz ||With suppressor|| rowspan=&amp;quot;3&amp;quot; | 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Falk Hentschel]] || Motts||rowspan=&amp;quot;2&amp;quot;| With RIS handguard and foregrip&lt;br /&gt;
|-&lt;br /&gt;
| [[Channing Tatum]] || John Cale &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fast &amp;amp; Furious 6]]'' || || British police || || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Warm Bodies]]''||[[Analeigh Tipton]]||Nora||||2013&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Colt 45]]'' || [[Ymanol Perset]] || Vincent Milès ||rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 2014&lt;br /&gt;
|-&lt;br /&gt;
| [[Joey Starr]] || Milo Cardena&lt;br /&gt;
|-&lt;br /&gt;
|  || Thugs &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Equalizer, The (2014)|The Equalizer]]''  || [[Marton Csokas]]  || Teddy || Fitted with RIS hanguards, EOTech sight and suppressor|| 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Rover]]'' || || Australian Army ||rails and optics || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Secret Wars]]'' || [[Olga Boladz]] || LTJG. Aleksandra 'Bialko' Lach  || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Balistik]]''  ||  || Malaysian UTK officers || MP5-N with Navy trigger group, Insight Technology weaponlights, and M68 Aimpoint red dot scope || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sabotage (2014)|Sabotage]]'' || [[Mireille Enos]] || Lizzy || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Furious 7]]'' || [[Tony Jaa]] || Kiet || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Polis Evo]]'' || || Malaysian police officer ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sicario]]'' ||[[Benicio del Toro]]|| Alejandro Gillick || With railed handguards, Aimpoint red dot sight and suppresor || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mission: Impossible - Rogue Nation]]'' || British police|| || 2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Gangster Ka]]'' ||  || URNA (Czech SWAT) ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[London Has Fallen]]'' ||  || Metropolitan Police officers ||  rowspan=&amp;quot;2&amp;quot; | With Surefire handguards and EOTech sights || rowspan=&amp;quot;2&amp;quot; | 2016&lt;br /&gt;
|-&lt;br /&gt;
| || Terrorists  &lt;br /&gt;
|-&lt;br /&gt;
|''[[Pitbull: New Orders (Pitbull. Nowe porzadki)]]''|| || Polish SWAT || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Pitbull: Tough Women (Pitbull. Niebezpieczne kobiety)]]''|| || Polish SWAT || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[J Revolusi]]'' ||  || Malaysian police patrolman || With &amp;quot;tropical&amp;quot; wide handguard || 2017&lt;br /&gt;
|-&lt;br /&gt;
|''[[Atomic Blonde]]'' ||  || A British policeman || || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Abang Long Fadil 2]]''|| || Special Squad officers || || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sicario 2: Soldado]]''|| || cartel soldier || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[KL Special Force]]'' ||  || Malaysian police patrolmans || rowspan=&amp;quot;3&amp;quot; | With &amp;quot;tropical&amp;quot; wide handguard || rowspan=&amp;quot;3&amp;quot; | 2018&lt;br /&gt;
|-&lt;br /&gt;
| || Security guard  &lt;br /&gt;
|-&lt;br /&gt;
| || STAFOC officers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Women of Mafia]]''|| || Polish SWAT, Swedish police || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mission: Impossible - Fallout]]''||||C.I.A. Special Activities Division||||2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pitbull: Last Dog (Pitbull. Ostatni pies)]]''|| || Polish SWAT || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[PASKAL The Movie]]''|| || PASKAL operator || With KAC rails, Aimpoint M68 || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sicario 2: Day of the Soldado]]''||[[Josh Brolin]]||Matt||||2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Women of Mafia 2]]'' ||  || Polish SWAT ||  || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Maze Runner: The Death Cure]]'' || || &amp;quot;Crank&amp;quot; rebel || || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Angel Has Fallen]]''||||United States Secret Service agents||||2019&lt;br /&gt;
|-&lt;br /&gt;
|''[[6 Underground]]''||||yacht guards||||2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Time to Hunt (2020)|Time to Hunt]]'' || || Police officers; a gangster || || 2020&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;|'''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;170&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Note/Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''The Bill'' ||.|| CO-19 police officers || Fitted with Surefire dedicated forearm lights, red dot sights and telescopic sights || 1984 - 2010&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Dempsey and Makepeace]]'' || [[Francisco Morales]]|| Cortez ||&amp;quot;The Cortez Connection&amp;quot; (S03E08) || rowspan=&amp;quot;2&amp;quot;|1985 - 1986&lt;br /&gt;
|-&lt;br /&gt;
| || Various terrorists || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[Bergerac - Season 5|Bergerac]]'' || [[David Calder]] || Sir Clive Hamer || rowspan=2|&amp;quot;S.P.A.R.T.A.&amp;quot; (S05E06) || rowspan=2|1987&lt;br /&gt;
|-&lt;br /&gt;
| || S.P.A.R.T.A. members, French ''GIGN'' officers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bergerac - Season 9|Bergerac]]'' || || || Seen in illegal weapon store; &amp;quot;The Waiting Game&amp;quot; (S09E07) || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''Bottom'' || || SAS troopers || &amp;quot;Carnival&amp;quot; || 1991 - 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The X-Files]]'' ||  || Various law enforcement tactical officers, military/black-ops personnel || Numerous variants - Tokyo Marui airsoft models (early seasons, primarily [[The X-Files - Season 1|Season 1]]), Slimline forearms and H&amp;amp;K flash-hiders (Starting late in [[The X-Files - Season 2|Season 2]]), Surefire forearms &amp;amp; H&amp;amp;K flash-hiders ([[The X-Files - Season 3|Season 3]]), Surefire forearms, H&amp;amp;K flash-hiders and laser sights; &amp;quot;Pusher&amp;quot; (S3E17), Surefire forearms and standard barrels ([[The X-Files - Season 4|Season 4]]), Surefire forearms and dual clamped magazines; &amp;quot;Max&amp;quot; (S4E18), Surefire forearms, telescopic sights and dual clamped magazines ([[The X-Files - Season 5|Season 5]]), Surefire forearms &amp;amp; Navy lower receivers ([[The X-Files - Season 6|Season 6]] onward), Surefire forearms, Navy lower receivers &amp;amp; reflex optics; &amp;quot;Three Words&amp;quot; (S8E16) || 1993 - 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Thin Blue Line]]'' || || British armed police || Fitted with Surefire dedicated forearms lights || 1995 - 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The X-Files - Season 3]]'' || [[Steve Bacic]] || FBI Special Agent Collins ||  Surefire forearm, H&amp;amp;K flash-hider &amp;amp; laser-sight / &amp;quot;Pusher&amp;quot; (S3E17) || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The X-Files - Season 4]]'' || [[Gillian Anderson]] || FBI Special Agent Dana Scully ||  Surefire forearm / &amp;quot;Tunguska&amp;quot; (S4E08) || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alarm für Cobra 11 - Die Autobahnpolizei]]'' || || German SEK Officers || Various accessories including Surefire dedicated forearms lights, rail systems, vertical grips, red dot sights, telescopic sights and brass catchers || 1996 - ????&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Julie Lescaut]]'' || || RAID (French SWAT) team || &amp;quot;La fête des mères&amp;quot; (S03E05) || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The X-Files - Season 5]]'' ||  || U.N. Peacekeeping troops ||  Standard versions with slimline forearms / &amp;quot;Patient X&amp;quot; (S5E13) || 1998&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;|''[[Stargate SG-1]]'' || [[Richard Dean Anderson]] || Col. Jack Oneill ||rowspan=&amp;quot;7&amp;quot;|Fitted with Surefire dedicated forearm light, telescopic sight and dual clamped magazines. Navy trigger group on replica weapons, SEF trigger group on blank firing weapons. || rowspan=&amp;quot;7&amp;quot;|1997 - 2007&lt;br /&gt;
|-&lt;br /&gt;
|  [[Amanda Tapping]] || Captain Samantha Carter &lt;br /&gt;
|-&lt;br /&gt;
|  [[Michael Shanks]] || Dr. Daniel Jackson&lt;br /&gt;
|-&lt;br /&gt;
|  [[Don S. Davis]] || Colonel George S. Hammond&lt;br /&gt;
|-&lt;br /&gt;
|  [[Michael Rooker]] || Colonel Edwards&lt;br /&gt;
|-&lt;br /&gt;
| [[Courtenay J. Stevens]] || Lieutenant Elliott&lt;br /&gt;
|-&lt;br /&gt;
|   || U.S. military personnel&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Seven Days]]'' || || L.A.P.D. SWAT || &amp;quot;Doppleganger&amp;quot;, Fitted with Surefire 628 dedicated forearm lights.|| 1998 - 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[CSI: Crime Scene Investigation]]'' || || Gang members || &amp;quot;Poppin' Tags&amp;quot; || 2000 - ????&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The X-Files - Season 8]]'' || [[Vyto Ruginis]] || Boston Transit Police Lt. Bianco ||  &amp;quot;Medusa&amp;quot; (S8E12) || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Trailer Park Boys]]'' || || Federal Agent || Fitted with Surefire dedicated forearm light || 2001 - &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot;|''[[Ultimate Force]]'' || [[Ross Kemp]] || SSgt. Henry 'Henno' Garvie || rowspan=&amp;quot;18&amp;quot;|Fitted with Surefire dedicated forearm light || rowspan=&amp;quot;20&amp;quot;|2002 - 2006&lt;br /&gt;
|-&lt;br /&gt;
| [[Jamie Draven]] || Cpl. Jamie Dow &lt;br /&gt;
|-&lt;br /&gt;
| [[Tony Curran ]] || Sgt. Pete Twamley &lt;br /&gt;
|-&lt;br /&gt;
| [[Danny Sapani ]] || Cpl. Ricky Mann  &lt;br /&gt;
|-&lt;br /&gt;
| [[Elliot Cowan ]] || Cpl. Jem Poynton  &lt;br /&gt;
|-&lt;br /&gt;
| [[Sendhil Ramamurthy ]] || Tpr. Alex Leonard &lt;br /&gt;
|-&lt;br /&gt;
|  [[Anthony Howell ]] || Cpl. Sam Leonard &lt;br /&gt;
|-&lt;br /&gt;
| [[Alex Reid ]] || Cpt. Caroline Walsh  &lt;br /&gt;
|-&lt;br /&gt;
| [[Miles Anderson]] || Col. Aidan Dempsey &lt;br /&gt;
|-&lt;br /&gt;
| [[Jamie Bamber]] ||Lt. Dotsy Doheny&lt;br /&gt;
|-&lt;br /&gt;
| [[Christopher Fox]] ||Cpl. Louis Hoffman &lt;br /&gt;
|-&lt;br /&gt;
| [[Chris Ryan]] ||SSgt. Johnny Bell &lt;br /&gt;
|-&lt;br /&gt;
| [[Derek Horne ]] || Sgt. Sean Smith &lt;br /&gt;
|-&lt;br /&gt;
| [[Richard Armitage]] || Cpt. Ian Macalwain &lt;br /&gt;
|-&lt;br /&gt;
| [[Louis Decosta Johnson]] || Cpl. Dave Woolston &lt;br /&gt;
|-&lt;br /&gt;
| [[Heather Peace]] || Tpr. Becca Gallagher &lt;br /&gt;
|-&lt;br /&gt;
| [[Liam Garrigan]] || Cpl. Ed Dwyer &lt;br /&gt;
|-&lt;br /&gt;
| [[Sam Callis ]] || Cpt. Patrick Fleming &lt;br /&gt;
|-&lt;br /&gt;
|  || British SO19 officers || Fitted with Surefire dedicated forearm lights, red dot sights and telescopic sights.&lt;br /&gt;
|-&lt;br /&gt;
|  [[Stephen Noonan]]|| Mossad agent Ben Yager || &amp;quot;The List&amp;quot;, fitted with suppressor and telescopic sight.&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fabio Montale]]'' || || French Police, Auch's henchmen || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[CSI: NY]]''|| ||ESU Officers|| ||2004-Present&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Frank Riva - Season 1]]'' || || Police || Standard and with foregrip || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Frank Riva - Season 2]]'' || Luchino Mandias || Esteban || With foregrip || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[All or Nothing (Pan ili propal)]]'' || || Danish police personnel || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Closer]]'' || || L.A.P.D. SIS detective || &amp;quot;Serving the King&amp;quot; (2.14) || 2005 - ????&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Prison Break - Season 1]]'' || || Prison Guard ||Navy trigger pack || 2005 - 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Criminal Minds]]'' || || Various law enforcement SWAT/tactical members || || 2005 - &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Doctor Who (New series)|Doctor Who]]'' || || CO-19 police officers || || 2005 - ????&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Stargate SG-1 - Season 10|Stargate SG1]]'' || [[Cliff Simon]] || Ba'al || &amp;quot;Insiders&amp;quot; (S10E04)  || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Situation Critical]]'' || ||  || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[GSG-9]]'' || ||  || || 2007 - 2008&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Sanctuary]]'' || || Cabal agents ||“The Five”, fitted with Surefire dedicated forearm light and green lasers. || rowspan=&amp;quot;3&amp;quot;|2007 - ????&lt;br /&gt;
|-&lt;br /&gt;
|  || Sanctuary tactical teams ||“Awakening”, fitted with ACOGs, RIS forearms, vertical grips and flashlights &lt;br /&gt;
|-&lt;br /&gt;
|  || Lotus Defence Corps ||&amp;quot;Into the Black&amp;quot;, fitted with ACOGs, RIS forearms, vertical grips and flashlights &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Terminator: The Sarah Connor Chronicles]]'' || [[Aaron James Cash]]|| Sarah Connor's dream Terminator || Fitted with RIS forearm with rail covers || rowspan=&amp;quot;2&amp;quot;|2008 - 2009&lt;br /&gt;
|-&lt;br /&gt;
| || LAPD SWAT officers || Fitted with Surefire dedicated forearm &lt;br /&gt;
|-&lt;br /&gt;
|''[[Flashpoint (2008)]]''||[[Hugh Dillon]]||SRU Officer Ed Lane||||2008-2012 &lt;br /&gt;
|-&lt;br /&gt;
|''[[Flashpoint (2008)]]''||[[Amy Jo Johnson]]||SRU Officer Callaghan||||2008-2012 &lt;br /&gt;
|-&lt;br /&gt;
|''[[Flashpoint (2008)]]''||[[Sergio Di Zio]]||SRU Officer Scarlatti||||2008-2012 &lt;br /&gt;
|-&lt;br /&gt;
|''[[Flashpoint (2008)]]''||[[Enrico Colantoni]]||SRU Officer Greg Parker||||2008-2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guns (2008 miniseries)|Guns]]''  ||  || Canadian ETF officers || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Devil's Ruse, The (Dáblova lest)| The Devil's Ruse (Dáblova lest)]]'' || || URNA (Czech SWAT) ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Prison Break - Season 4]]'' || || Guard ||Navy trigger pack || 2008 - 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Border, The (TV Series)|The Border]]'' ||  || ICS agents || || 2008 - 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[CSI Andel (Kriminálka Andel)]]''|| || URNA (Czech SWAT) || || 2008 - 2014&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Supernatural - Season 5]]'' || [[Jensen Ackles]] || Dean Winchester ||rowspan=&amp;quot;3&amp;quot;|With flashlight forend and red dot sight / &amp;quot;The End&amp;quot; (S05E04) || rowspan=&amp;quot;3&amp;quot;|2009&lt;br /&gt;
|-&lt;br /&gt;
|  [[Misha Collins]] || Castiel&lt;br /&gt;
|-&lt;br /&gt;
|  [[Lexa Doig]] || Risa&lt;br /&gt;
|-&lt;br /&gt;
| ''[[NCIS Los Angeles]]'' || [[L.L. Cool J]] || Sam Hanna || &amp;quot;The Only Easy Day&amp;quot; || 2009 - ????&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Iris - Season 1]]'' ||  || Various characters||   || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[FlashForward]]''||||FBI agents||||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Caprica]]'' ||  || Global Defense Department||  || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kriminálka Staré mesto]]'' ||  || Private security agency || &amp;quot;Prípad vysmiateho muža&amp;quot; (S1E02) || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Luther]]'' ||  || CO19 officers || With EOTech Holographic sights and tactical lights || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Criminal Minds - Season 5]]'' || [[Shemar Moore]] || FBI SSA Derek Morgan || With Surefire light / &amp;quot;A Rite of Passage&amp;quot; (S05E19) || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Criminal Minds - Season 5]]'' || [[Joe Mantegna]] || FBI SSA David Rossi || With Surefire light / &amp;quot;A Rite of Passage&amp;quot; (S05E19) || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Justified - Season 1]]'' || [[Fredric Lehne]] ||Lexington SWAT officers including the commanding officer||&amp;quot;Fathers and Sons&amp;quot; (S1E12)|| 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Detroit 1-8-7]]'' ||  || Detroit PD SRT || Surefire forends, Navy trigger group || 2010-2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Detroit 1-8-7]]'' ||  || henchmen || Surefire forends, Navy trigger group, &amp;quot;Stone Cold&amp;quot; (S01E16) || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Falling Skies]]'' || [[Peter Shinkoda]]|| Dai || Fitted with RIS handguard with, flashlight and vertical grip || 2011 - ????&lt;br /&gt;
|-&lt;br /&gt;
|''[[Leverage - Season 2|Leverage]]''||||F.B.I. agents|| &amp;quot;The Maltese Falcon Job&amp;quot; (S2E15)||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Leverage - Season 3|Leverage]]''||||security guards||&amp;quot;The Jailhouse Job&amp;quot; (S3E01)|| 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Charlie's Angels (2011)|Charlie's Angels]]'' ||[[Ramon Rodriguez]]  || Bosley || MP5N || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Charlie's Angels (2011)|Charlie's Angels]]'' ||[[Rachael Taylor]]  || Abby || MP5N || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Charlie's Angels (2011)|Charlie's Angels]]'' || || Guards|| MP5N || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Last Resort]]'' ||||Mercenaries||SE1E10||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Continuum - Season 1]]'' || || various || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bullet in the Face]]'' |||| Gunter's henchmen ||S01E01||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Revolution - Season 1]]'' ||  || || &amp;quot;The Stand&amp;quot; (S1E11) || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Crossing Lines - Season 1|Crossing Lines]]''||||German Police||||2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Defiance (TV Series)|Defiance]]''|| || Defiance residents ||With RIS system ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Continuum - Season 2]]'' || || Vancouver ERT officers || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kriminálka Staré mesto II.]]'' ||  || Slovak SWAT ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Continuum - Season 3]]'' || || Vancouver ERT officers || || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Fargo - Season 1]]''||||Duluth PD S.W.A.T.||||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lewis (TV Series)|Lewis]]'' || || British armed police || &amp;quot;Entry Wounds: Part 1&amp;quot; (S08E01) || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Arrow - Season 4|Arrow]]'' ||[[Emily Bett Rickards]]||Felicity Smoak||||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Man in the High Castle, The - Season 1|The Man in the High Castle]]'' ||||German military|||| 2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wayward Pines - Season 1|Wayward Pines]]''||[[Matt Dillon]]||Ethan Burke||||2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wayward Pines - Season 1|Wayward Pines]]''||[[Carla Gugino]] ||Kate Ballinger||||2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Labyrinth, The (Labyrint)|The Labyrinth]]''||  || URNA (Czech SWAT) ||  || 2015-Present&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 2|The Man in the High Castle]]''||||German military||||2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[V.I.P. Murders|V.I.P. Murders (V.I.P. vraždy)]]'' || || ''URNA'' (Czech SWAT)|| With Surefire dedicated forend weaponlight /&amp;quot;Hazard s havětí&amp;quot; (S2E08) ||2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Gladbeck]]'' ||  || German SEK and Dutch police forces ||  || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 3]]''||[[Alexa Davalos]]||Juliana Crain||||2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Magnum P.I. (2018) - Season 1|Magnum P.I.]]'' || [[Tim Kang]] || Katsumoto ||&amp;quot;Bad Day to be a Hero&amp;quot; (S01E10)  || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Magnum P.I. (2018) - Season 1|Magnum P.I.]]'' || [[Perdita Weeks]] || Higgins ||&amp;quot;Bad Day to be a Hero&amp;quot; (S01E10)  || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 4|The Man in the High Castle]]''||[[Rufus Sewell]]||John Smith||||2019&lt;br /&gt;
|-&lt;br /&gt;
|''[[Falcon and the Winter Soldier, The - Season 1|The Falcon and the Winter Soldier]]''||  || Madripoor's guard || || 2021&lt;br /&gt;
|-&lt;br /&gt;
|''[[Head of Medusa (Hlava Medúzy)]]''|| || hanging on the wall ||&amp;quot;Hlava Medúzy&amp;quot; (S1E1)  || 2021&lt;br /&gt;
|-&lt;br /&gt;
|''[[Clarice (2021 TV Series)|Clarice]]''||||ATF agents|| &amp;quot;Ghosts of Highway 20&amp;quot; (S1E02) || 2021&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;275&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Violence Jack: Hell's Wind Hen]] || Jun, Hell's Wind biker ||   || 1990&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | ''[[Lupin III: Voyage to Danger]]'' || Brad || rowspan=&amp;quot;6&amp;quot; | || rowspan=&amp;quot;6&amp;quot; |1993&lt;br /&gt;
|-&lt;br /&gt;
| Keith Hayden&lt;br /&gt;
|-&lt;br /&gt;
| Fujiko Mine&lt;br /&gt;
|-&lt;br /&gt;
| Daisuke Jigen&lt;br /&gt;
|-&lt;br /&gt;
| John Klause&lt;br /&gt;
|-&lt;br /&gt;
| Shotshell&amp;quot; henchmen&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kochikame]]'' ||Special Forces ||  With &amp;amp; Without Surefire dedicated forend weaponlights || 1996 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[You're Under Arrest! - Season 1]]'' ||  Yoriko Nikaidou || rowspan=2| File #40 &amp;quot;Dangerous Date 2x3&amp;quot;; paintball || rowspan=2| 1997&lt;br /&gt;
|-&lt;br /&gt;
| Ken Nakajima&lt;br /&gt;
|-&lt;br /&gt;
|''[[You're Under Arrest: Mini Specials]]''|| Miyuki Kobayakawa || Airsoft || 1999&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5|''[[You're Under Arrest: The Movie]]'' || Section Chief || rowspan=5|  || rowspan=5| 1999&lt;br /&gt;
|-&lt;br /&gt;
| Yoriko Nikaidou&lt;br /&gt;
|-&lt;br /&gt;
| Kaoruko Kinoshita&lt;br /&gt;
|-&lt;br /&gt;
| Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| Japanese Policewomen&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Najica Blitz Tactics]]'' || Military personnel || || 2001&lt;br /&gt;
|-&lt;br /&gt;
|''[[You're Under Arrest: No Mercy!]]''|| Yoriko Nikaidou || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Burn-Up Scramble]]''||  || ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[You're Under Arrest: Full Throttle]]'' || Miyuki Kobayakawa || File #9 &amp;quot;Yoriko Nikaidou's Age&amp;quot; (&amp;quot;Yoriko Nikaidou, Bachelorette&amp;quot;); dual-wielding AEGs || 2007 -2008&lt;br /&gt;
|- &lt;br /&gt;
| ''[[Shigofumi: Letters from the Departed]]'' || SAT troops || &amp;quot;Friends&amp;quot; (E03) || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lupin the 3rd vs. Detective Conan]]'' || Vespania soldiers and royal guards || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vividred Operation]]'' || Rei Kuroki || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terror in Resonance]]'' || Nuclear Special Guard Unit and Special Assault Team operators || || 2014&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;|'''Game 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;
| ''[[Half-Life]]'' || || With mounted M203PI grenade launcher || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hitman: Codename 47]]'' || || || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Die Hard: Nakatomi Plaza]]'' || || MP5N || Selector switch is missing || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[IGI 2: Covert Strike]]'' || || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tomb Raider: The Angel of Darkness]]'' || Mag Vega || MP5N variant, with flashlight || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Time Crisis 3]]'' || || With triple magazine clamp, a red dot scope and a custom flash hider || Unusable || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Squad]]'' || &amp;quot;M94R&amp;quot; || With Navy trigger group and a PDW folding stock, Knight's Armament Rail Interface System (R.I.S) and vertical foregrip || Incorrectly holds 26 rounds || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Söldner: Secret Wars]]'' ||  || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Splinter Cell: Pandora Tomorrow]]'' || || || Used by hostile NPC's || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crisis Zone|Time Crisis: Crisis Zone]]'' || || With MP5F stock. Early model with slimline handguard and a straight &amp;quot;waffle&amp;quot;-style magazine. Stockless. || MP5F variant are incorrectly appears as a player's weapon icon, other variants are used by enemy soldier's ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto: San Andreas]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]]'' || || With Navy trigger group || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cold Fear]]'' || MP5-A3 || With flashlight || || 2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[F.E.A.R.]]''||Sumak RPL||w/ holographic sight &amp;amp; retractable buttstock||||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Matrix: Path of Neo, The|The Matrix: Path of Neo]]'' || Submachine Gun || With Surefire dedicated forend weaponlight and Navy trigger group || Can be dual-wielded || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality]]'' || || With Navy trigger group || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shadow the Hedgehog]]'' || || With Navy trigger group || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[S.W.A.T. 4]]'' || 9mm Submachine Gun || With 0-1-3 trigger pack (no full-auto), Surefire dedicated forend weaponlight, and an optional suppressor || No L-shaped indent to hold back the charging handle || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Vegas]]'' || &amp;quot;MP5N&amp;quot; || With optional Surefire dedicated forend weaponlight, M68 Aimpoint red dot &amp;amp; ACOG scopes || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Yakuza]]'' || || RIS Foregrip || Used only by a triad member in an FMV. Cocking paddle is on the wrong side || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]]'' || || With removable silencer || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 4: Modern Warfare]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kane &amp;amp; Lynch: Dead Men]]'' || || S-E-F trigger group || No mag release paddle || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cross Fire (2007 VG)|Cross Fire]]'' ||&amp;quot;MP5&amp;quot; ||With Navy trigger group ||MP5N || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Vegas 2]]'' || &amp;quot;MP5N&amp;quot; || With optional Surefire dedicated forend weaponlight, silencer, M68 Aimpoint red dot &amp;amp; ACOG scopes || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Secret Service (2008)]]'' || TS5-M4 || || MP5N || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[S.T.A.L.K.E.R.: Shadow of Chernobyl]]'' || &amp;quot;Viper 5&amp;quot; || With Navy trigger group and optional suppressor || Charging handle reciprocates, early &amp;quot;waffle&amp;quot; magazine used || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[S.T.A.L.K.E.R.: Clear Sky]]'' || &amp;quot;Viper 5&amp;quot; || With Navy trigger group and optional suppressor || Charging handle reciprocates, early &amp;quot;waffle&amp;quot; magazine used || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil 5]]'' || H&amp;amp;K MP5 || With unusable reflex sight and a laser pointer/flashlight combination attachment on the forend (the flashlight component is unusable) || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Delta Force: Xtreme 2]]'' || MP5S || Suppressed || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alpha Protocol]]'' || || Has a shortened barrel, Navy trigger unit, and MP5F stock || Unusable; missing magazine release paddle || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Army of Two: The 40th Day]]'' || MP5 || Can be fitted with a variety of stocks, barrels, magazines, scopes, suppressors/muzzle brakes || Stock always shown extended || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Splinter Cell: Conviction]]'' || MP5N || w/ variety of accessories || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[NCIS: The Video Game]]'' || || MP5N variant || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ace Combat: Assault Horizon]]'' || || With Surefire dedicated forend weaponlight and Navy trigger group || Seen in cutscenes, unusable || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Karma Online]]'' || || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shadow Harvest: Phantom Ops]]'' || MP5 || MP5N variant || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil: The Mercenaries 3D]]'' || || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tropico Series|Tropico 4]]'' || || || Only available in the ''Modern Times'' expansion. || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cry of Fear]]''||&amp;quot;MP5&amp;quot;|| || ||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black Mesa]]'' ||  || With M203PI grenade launcher || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops II]]'' || MP5 || || Campaign only || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry 3]]'' || MP5 || With various attachments || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality: Falklands]]'' || || With Navy trigger group || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil: Revelations]]'' || MP5 || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[State of Decay]]'' ||&amp;quot;MP5A3&amp;quot; || || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto V]]'' || SMG || || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || HK MP5 || Surefire 628 dedicated forend with flashlight or laser, fixed or telescoping stock, suppressor, scope and straight &amp;quot;waffle&amp;quot;-style magazine || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Survarium]]'' || || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || MP5A3 || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mafia III]]'' || || || Heckler &amp;amp; Koch MP54 || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry 5]]'' || MP5 || Vented handguard|| Reversed S-E-F trigger group with Navy trigger group markings ||2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' || MP5 || Various attachments|| ||2019&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch MP5A4=&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
The MP5A4 can be identified with its fixed stock, as well as an additional option on the fire selector for '3-Round Burst', thus giving the MP5A4 four fire options - Safe, Semi-Auto, 3-Round Burst, and Full-Auto.&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;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;
| ''[[Muscle Heat]]'' || || Special Forces, Yakuza || Fitted with Surefire dedicated forearm light. || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Royale II: Requiem]]'' || || Japanese Counter-Terrorists || Fitted with Surefire dedicated forearm light. || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crank]]'' || || SWAT Officers || Fitted with Surefire dedicated forearm light. || 2006 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Assassination Games]]'' ||  ||  || in weapons stash  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black &amp;amp; White Episode 1: The Dawn of Assault]]'' ||  || SWAT || Fitted with Surefire dedicated forearm light  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Act of Valor]]''|| [[Gonzalo Menendez]] || Commander Pedros || || 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;280&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;220&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;
|''[[Black and White]]''|| ||Harbor Sity Police officers ||Fitted with Surefire dedicated forearm light || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Detroit 1-8-7]]'' ||  || Detroit PD SRT || Surefire forends, Navy trigger group || 2010-2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Missing (2012)| Missing]]'' ||  || Czech Police special unit (''URNA'') || &amp;quot;The Three Bears&amp;quot; (S01E05) || 2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Games===&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;300&amp;quot;|'''Game 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;
| ''[[Rainbow Six 3: Black Arrow]]'' || MP5A4 (9mm) || ACOG Scope || none || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon Advanced Warfighter 2]]'' || || || With optional M68 Aimpoint red dot scope || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' || || w/ various attachments || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zombie Panic Source]]'' || MP5 || || fires assault rifle ammo || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Combat Arms]]'' || || || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint 2: Dragon Rising]]'' || MP5A4 || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield Play4Free]]'' || As the &amp;quot;MP5&amp;quot; || || With flash hider, RIS handguard, and optional EOTech or Sightmark Sure Shot red dot sight || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint: Red River]]'' || || || With Surefire dedicated forend weaponlight and M68 Aimpoint red dot scope || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || MP5A4|| || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Escape from Tarkov]]'' || HK MP5 9x19 submachinegun||50 round drum mag and 20 round mag,upper reciever for SD version, different railed handguards, up rail mount for sights and muzzle adapter for silencers||In game features a mixed version: if you put the fixed stock then get A4, if you put a telescopic stock then get A5, and if you change the upper receiver, handguard and barrel on a set of &amp;quot;SD&amp;quot; you get SD6 and SD5 || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Division 2]]'' || MP5A2|| || || 2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;275&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Re: Cutie Honey]]'' || || Ep. 03 || 2004&lt;br /&gt;
|- &lt;br /&gt;
| ''[[Elfen Lied]]'' || Security Guards || Ep. 02 || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Library War]]'' ||Media Betterment Committee tactical operators||  With &amp;amp; Without Surefire dedicated forend weaponlights || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[High School of the Dead]]'' ||Riot Police officers|| ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bayonetta: Bloody Fate]]'' || soldiers ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch MP5A5=&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[Image:MP5A5Sure-Fire.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5A5 with Surefire dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
The MP5A5 is the same as the MP5A4 but with a telescoping stock.  Both the A4 &amp;amp; A5 variants have the additional option for '3-Round Burst' on the fire selector.&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;200&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;175&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;
| ''[[Tango &amp;amp; Cash]]'' || || Perret's Guards || || 1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Die Hard 2]]'' || [[William Sadler]] || Col. Stuart || With magazines taped together 'jungle style' || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hard Target]]'' || [[Jean-Claude Van Damme]] || Chance Boudreaux || || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Undercover Blues]]'' ||  || Novacek´s men || || 1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[There Once Was a Cop]]|| [[Simona Krainová]] || Simona Ptáčková  || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rock, The|The Rock]]'' || || Navy SEALs || Fitted with Surefire dedicated forearm light. || 1996&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | ''[[Jane Doe]]'' || [[Rob Lowe]] || David Doe || rowspan=&amp;quot;2&amp;quot; | || rowspan=2 | 2001&lt;br /&gt;
|-&lt;br /&gt;
| || ''DIA'' agents&lt;br /&gt;
|-&lt;br /&gt;
| ''[[XXX|xXx]]'' || || Anarchy 99 Henchmen || Fitted with RIS forearms and Beta-C drum magazines. || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Four Brothers]]'' || || Detroit PD SWAT || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[16 Blocks]]'' || || NYPD ESU || Fitted with Surefire dedicated forearm light. || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[28 Weeks Later]]'' || [[Harold Perrineau]] || Flynn || EOTech sight, magazines clamped || 2006&lt;br /&gt;
|- &lt;br /&gt;
| ''[[Taxi 4]]'' || || Fénimore's henchman || || 2007&lt;br /&gt;
|- &lt;br /&gt;
| ''[[Adulthood]]'' || || SWAT Officers || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tropic Thunder]]'' || || Guerrilla || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry (2009)|Far Cry]]'' || || Mercenary || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Go Fast]]'' || || Police instructors || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Nokas]]'' || Thor Eirick Petersen || Ygnve Solheim || Fitted with Surefire dedicated forearm light. || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Special Forces (2011)|Special Forces]]|| || ||With railed forend and B&amp;amp;T visor helmet stock||2011&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | ''[[Lockout]]'' || [[Guy Pearce]] || Snow || rowspan=&amp;quot;2&amp;quot; | With railed forend and custom stock || rowspan=2 | 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Maggie Grace]] || Emilie&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Taken 2]]'' || || Guard || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black &amp;amp; White Episode 1: The Dawn of Assault]]'' ||  || SWAT || Fitted with Surefire dedicated forearm light  || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lost Gate, The (Ztracená brána)|The Lost Gate (Ztracená brána)]]''|| || ''URNA'' (Czech ''SWAT'') || ||2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Looper]]''||[[Bruce Willis]]|| Old Joe || KAC forend ||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Commitment]]'' || || South Korean SWAT and NIS officers || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[No Tears for the Dead]]'' || || South Korean SWAT  || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[PASKAL The Movie]]'' || || PASKAL operators || With Aimpoint M68 CCO, B&amp;amp;T flashlight handguard and Vortex muzzle suppressor || 2018&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;
|-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;175&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;225&amp;quot;|'''Note/Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The West Wing]]'' || || Black Ops soldiers|| scope; &amp;quot;Posse Comitatus&amp;quot; (S3E21) ||2002   &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bridge, The (Bron)|The Bridge (Bron)]]'' ||  || Piketen (Swedish SWAT) ||  || 2011-&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;|'''Game 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;
| ''[[Counter-Strike]]'' ||&amp;quot;KM Submachine Gun&amp;quot; || || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tactical Ops: Assault On Terror]]'' || &amp;quot;MP5 Navy&amp;quot; || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six 3: Raven Shield]]'' || || w/ ACOGs, suppressors and high-capacity magazines || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike: Condition Zero]]'' ||&amp;quot;KM Submachine Gun&amp;quot; || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hitman: Contracts]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike: Source]]'' || &amp;quot;KM Submachine Gun&amp;quot;  || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA: Armed Assault]]'' || || || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' || || w/ various attachments || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Combat Arms]]'' || || || With RIS foregrip and MP5K-PDW folding stock || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike Online]]'' || &amp;quot;KM Submachine Gun&amp;quot; || With White Tiger doll&amp;lt;br /&amp;gt;Gold finishes || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wheelman]]'' || SMG || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA II]]'' || || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Left 4 Dead 2]]'' || H&amp;amp;K MP5 || w/ the tactical flashlight and optional laser sight&amp;lt;br /&amp;gt;50-round magazine capacity || German Version only || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[SOCOM: US Navy SEALs Fireteam Bravo 3]]'' || MK5 || || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Breach (VG)|Breach]]'' || MP5 || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black Mesa]]'' || || w/ [[GP-30]] grenade launcher, holographic sight, and side-folding stock || cut weapon || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Arctic Combat]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ravaged]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil: Operation Raccoon City]]'' || Submachine Gun || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warface]]'' || &amp;quot;H&amp;amp;K MP5&amp;quot; ||w/railed handguard, rail for sights and original Magpul on mag  || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || MP5A5 || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Escape from Tarkov]]'' || HK MP5 9x19 submachinegun||50 round drum mag and 20 round mag,upper reciever for SD version, different railed handguards, up rail mount for sights and muzzle adapter for silencers||In game features a mixed version: if you put the fixed stock then get A4, if you put a telescopic stock then get A5, and if you change the upper receiver, handguard and barrel on a set of &amp;quot;SD&amp;quot; you get SD6 and SD5|| 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ironsight]]'' || MP5 A5 || || With RIS handguard || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ring of Elysium]]'' || || || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Insurgency Sandstorm]]'' || &amp;quot;MP5A5&amp;quot; || || || 2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;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;
| rowspan=&amp;quot;2&amp;quot; | ''[[You're Under Arrest: Fast &amp;amp; Furious]]'' || Natsumi Tsujimoto || rowspan=&amp;quot;2&amp;quot; | DVD special episode &amp;quot;Natsumi's Splendid Days&amp;quot; || rowspan=&amp;quot;2&amp;quot; | 2001&lt;br /&gt;
|-&lt;br /&gt;
| SAT operators&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RahXephon]]'' || commandos || drawn off-model || 2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Re: Cutie Honey]]'' || Panther Claw goons || || 2004&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ''[[Elfen Lied]]'' || Security guards || Ep. 01 || rowspan=&amp;quot;4&amp;quot; | 2004&lt;br /&gt;
|-&lt;br /&gt;
| Lucy || Ep. 02&lt;br /&gt;
|-&lt;br /&gt;
| Bandou || Ep. 02; fitted with an [[M203 grenade launcher]]&lt;br /&gt;
|-&lt;br /&gt;
| S.A.T officers || Ep. 04, 11, 12, 13&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Batman: Gotham Knight]]'' || Gotham P.D. || ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Case Closed: The Lost Ship In The Sky]]'' || Mercenaries || ||2010&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Future Diary]]'' || Yukiteru Amano || rowspan=&amp;quot;2&amp;quot; |Ep. 20, 21 || rowspan=&amp;quot;2&amp;quot; | 2011 - 2012&lt;br /&gt;
|-&lt;br /&gt;
| Yuno Gasai&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | ''[[Case Closed: The Fist of Blue Sapphire]]'' || Eugene Lim || rowspan=&amp;quot;2&amp;quot; | || rowspan=2 | 2019&lt;br /&gt;
|-&lt;br /&gt;
| Pirates&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;BR clear = all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch MP5 MLI=&lt;br /&gt;
[[Image:Heckler-Koch-MP5-MLI.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5 MLI - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 MLI (Mid Life Improvement) is an upgraded version of MP5 revealed in late 2013. It is fitted with a tri-rail foregrip, a quick-release-optic mount, an MP5F stock standard, and now comes in the new RAL8000 (Yellow-Brown) color scheme. The weapon is currently only available with a telescoping stock.&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;|'''Game 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;
| ''[[Rainbow Six: Siege]]'' || &amp;quot;MP5&amp;quot; || w/ various attachments ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon: Wildlands]]'' || &amp;quot;MP5&amp;quot; || || || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon Breakpoint]]'' || &amp;quot;MP5&amp;quot; || || || 2019&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch MP5SD=&lt;br /&gt;
[[File:MP5SD1.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5SD1 with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD4.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5SD4 with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;K-MP5SD5.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5SD6 with stock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
The variants of the MP5SD series are:&lt;br /&gt;
&lt;br /&gt;
*MP5SD1: No stock. No 3-round burst.&lt;br /&gt;
*MP5SD2: Fixed solid stock. No 3-round burst.&lt;br /&gt;
*MP5SD3: Collapsible stock. No 3-round burst.&lt;br /&gt;
*MP5SD4: No stock. Has 3-round burst.&lt;br /&gt;
*MP5SD5: Fixed solid stock. Has 3-round burst.&lt;br /&gt;
*MP5SD6: Collapsible stock. Has 3-round burst.&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;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;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Avenging Force]]'' || [[John P. Ryan]] || Elliott Glastenbury || || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Avenging Force]]'' || [[Marc Alaimo]] || Charlie Lavall || || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Red Spectacles]]'' || || || Non-firing replica. || 1987&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Navy Seals]]'' || [[Charlie Sheen]] || Lt. Dale Hawkins || rowspan=&amp;quot;3&amp;quot; |  || rowspan=&amp;quot;3&amp;quot; | 1990&lt;br /&gt;
|-&lt;br /&gt;
| [[Michael Biehn]] || Lt. James Curran&lt;br /&gt;
|-&lt;br /&gt;
| [[Dennis Haysbert]] || Graham&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Executive Decision]]'' || [[John Leguizamo]] || Captain Rat || MP5SD3 fitted with Navy trigger group. || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Substitute]]'' || [[Richard Brooks]] || Wellman || || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Face/Off]]'' || || FBI HRT || || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[G.I. Jane]]'' || [[Boyd Kestner]] || Wickwire || MP5SD3 || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Jackal]]'' || [[Bruce Willis]] || The Jackal || HK94 with fake suppressor. || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dead Silence (1997)]]'' ||  || FBI HRT ||  || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Replacement Killers]]'' || || Wei's Bodyguards || MP5SD6 || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Negotiator]]'' || [[Tim Kelleher]] || Argento || MP5SD2 fitted with weapon light. || 1998&lt;br /&gt;
|- &lt;br /&gt;
| ''[[Blade]]'' || [[Kris Kristofferson]] || Whistler ||  || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In China They Eat Dogs]]'' || [[Kim Bodnia]] || Harald Blixen || Possibly with fake suppressor. || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In China They Eat Dogs]]'' || || Gangster || Possibly with fake suppressor || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ticker]]'' || || SFPD SWAT || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wasabi]]'' || ||SAT Officers || Tokyo Marui airsoft replicas. || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The One]]'' || || Security Forces || Fitted with suppressor, telescopic sight, and G36-style folding stock. || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Die Another Day]]'' || || Simulated Terrorists || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[First Shot]]'' || || FBI HRT ||  || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Analyze That]]'' || || Thug || UHC airsoft replica. || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Redemption (2002)|Redemption]]'' || || Lam's thug || With fixed stock || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[A Man Apart]]'' || || PJF Agents || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Bad Boys II]]'' || [[Will Smith]] || Det. Mike Lowrey || rowspan=&amp;quot;2&amp;quot; | Fitted with Aimpoint M68 red dot sight and Surefire universal weaponlight. || rowspan=&amp;quot;3&amp;quot; | 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Antoni Corone]] || DEA Agent Tony Dodd&lt;br /&gt;
|-&lt;br /&gt;
| || Miami PD SWAT || Fitted with Surefire universal weaponlight.&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Punisher, The (2004)|The Punisher]]'' || || FBI HRT || Fitted with Surefire universal weaponlight. || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Breaking News]]'' || || Hong Kong SDU || MP5SD3 || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Bourne Supremacy]]'' || || SEK Officers || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Serenity]]'' || [[Adam Baldwin]] || Jayne || MP5SD2 modified to look futuristic. || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Serenity]]'' || [[Sean Maher]] || Dr. Simon Tam || MP5SD2 modified to look futuristic. || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AVPR: Aliens vs. Predator - Requiem]]'' || || Special Forces Soldier || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Street Kings]]'' || || || Seen on gun rack. || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Punisher: War Zone]]'' || || SWAT Officers || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Watchmen]]'' || || || Seen in The Comedian's closet || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fast &amp;amp; Furious]]'' || || Campos' henchman || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ''[[Peranmai]]'' ||  || Edwin || rowspan=&amp;quot;4&amp;quot; |  || rowspan=&amp;quot;4&amp;quot; | 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Jeyam Ravi]] || Dhuruvan&lt;br /&gt;
|-&lt;br /&gt;
| [[Varsha Ashwathi]] || Thulasi&lt;br /&gt;
|-&lt;br /&gt;
| [[Vasundhara Kashyap]] || Kalpana&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terminator Salvation]]'' || || refugee || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Killers]]'' || [[Alex Borstein]] || Lily Bailery || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Town]]'' || [[Owen Burke]] || Desmond &amp;quot;Dez&amp;quot; Elden || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Jerry Cotton]]''||[[Christiane Paul]]||Zanuck|| ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Elephant White]]'' ||  ||  ||in weapons cache || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Steve Niles' Remains]]'' ||  || rouge US Army soldier || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[This Means War]]'' || [[Tom Hardy]] || Tuck || w/ ELCAN, foregrip, UMP-stock|| 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cockneys vs. Zombies ]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dhoom 3]]'' ||  || SWAT ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Java Heat]] '' || [[Mickey Rourke]] || Malik |||| 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Java Heat]] '' || || Various || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vendetta]] '' ||  || SO19 (British SWAT) |||| 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sicario]]'' ||[[Benicio del Toro]]|| Alejandro Gillick || || 2015&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Gangster Ka]] ||  || URNA (Czech SWAT) ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Extraction (2020)|Extraction]]''||[[Randeep Hooda]]||Saju||||2020&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;225&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;175&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;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Julie Lescaut]]'' || || RAID (French SWAT) team || &amp;quot;La fête des mères&amp;quot; (S03E05) || 1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 5]]''|| [[David Duchovny]] || FBI Special Agent Fox Mulder || SD3 variant / &amp;quot;The Pine Bluff Variant&amp;quot; (S5E18) || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 5]]''|| [[Daniel von Bargen]] || Jacob Haley || SD3 variant / &amp;quot;The Pine Bluff Variant&amp;quot; (S5E18) || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 5]]''|| || New Spartans militia members || SD2 and SD3 variants / &amp;quot;The Pine Bluff Variant&amp;quot; (S5E18) || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 5]]''|| || Police SWAT officers / FBI HRT agents || SD2 and SD3 variants, some fitted with laser sights / &amp;quot;Folie à Deux&amp;quot; (S5E19) || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Firefly]]''|| ||Alliance soldiers|| &amp;quot;Bushwhacked&amp;quot; (S1E02), &amp;quot;Safe&amp;quot; (S1E05) ||2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Firefly]]''|| || Henchman || &amp;quot;Out of Gas&amp;quot; (S1E08) || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ultimate Force - Season 2]]''|| ||SAS troopers / &amp;quot;What in the Name of God&amp;quot; (S2E05)|| ||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Burn Notice]]''|| ||Heroin Dealer's Thugs||fitted with Art I scopes / &amp;quot;Loose Ends, Part 1&amp;quot; (S01E11)||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[GSG-9]]''|| || GSG-9 Agent ||&amp;quot;Blood&amp;quot; (S2E10) ||2007-2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Prison Break - Season 4]]'' ||[[Jodi Lyn O'Keefe]] || Gretchen ||Navy trigger pack / &amp;quot;Selfless&amp;quot; (S4E12) || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Iris - Season 1]]'' ||  || NSS SWAT|| MP5SD2  || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[NCIS - Season 9]]''|| ||||MP5SD2, seen on TV screen / &amp;quot;Desperate Man&amp;quot; (S09E13) ||2011-2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Labyrinth, The (Labyrint)|The Labyrinth]]''||  || URNA (Czech SWAT) ||  || 2015-Present&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Last Ship - Season 3|The Last Ship]]''||[[Bridget Regan]]||Sasha Cooper||||2016&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;|'''Game 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;100&amp;quot;|'''Variant'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;330&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six]]'' || &amp;quot;HK MP5SD5&amp;quot; || SD2 || w/ incorrect ambidextrous S-E-F trigger group || 1998&lt;br /&gt;
|- &lt;br /&gt;
| ''[[Tomb Raider III]]'' || MP5 || SD6 || With non-functioning red dot scope || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Half-Life]]'' || || SD3 || With [[M203 grenade launcher]]; weapon fire is not suppressed || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Rogue Spear]]'' ||&amp;quot;HK MP5SD5&amp;quot; || SD5 || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[007: The World Is Not Enough]]'' || &amp;quot;Deutsche M9S&amp;quot; || SD6 || With laser pointer and scope || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project IGI: I'm Going In]]'' || || SD3 || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tomb Raider: Chronicles]]'' || HK Gun || SD6 || Inventory menu model has suppressor and rear stock deleted to resemble an MP5K || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fallout Tactics]]'' || &amp;quot;MP5 H&amp;amp;K&amp;quot; || SD1 || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint]]'' || || SD3 || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon]]'' || &amp;quot;MP5-SD&amp;quot; || SD2 || w/ 3-round burst mode || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shadow Force: Razor Unit]]'' || &amp;quot;Mp-5S&amp;quot; || SD3 || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sum of All Fears, The (VG)|The Sum Of All Fears]]'' || &amp;quot;9mm SMG SD&amp;quot; || SD2 || modeled w/ straight magazine and has a bonus 3-round burst mode || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Conflict: Desert Storm]]'' || || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sum of All Fears, The (VG)|The Sum Of All Fears]]'' || &amp;quot;9mm SMG SD&amp;quot; || SD2 || modeled w/ straight magazine and has a bonus 3-round burst mode || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[America's Army]]'' || || SD3 || Multiplayer mode only, unusable || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hitman 2: Silent Assassin]]'' || &amp;quot;SMG-SD6&amp;quot; || SD6 || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tactical Ops: Assault on Terror]]'' || &amp;quot;MP5SD&amp;quot; || SD5 || full-auto mode only || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six 3: Raven Shield]]'' || &amp;quot;MP5SD5&amp;quot; || SD5 || With optional ACOG scope and high-capacity magazine || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry]]'' || &amp;quot;MP5 SMG&amp;quot; || SD3 || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Söldner: Secret Wars]]'' || || SD3 || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''Rainbow Six 3: Black Arrow'' || &amp;quot;MP5SD5 (9mm)&amp;quot; || SD5 || with ACOG || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon Advanced Warfighter]]'' || &amp;quot;MP5SD&amp;quot; || SD6 || With optional M68 Aimpoint red dot scope || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon Advanced Warfighter 2]]'' || || SD6 || With optional M68 Aimpoint red dot scope || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' || || SD5 &amp;amp; SD6 || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 4: Modern Warfare]]'' || &amp;quot;MP5SD&amp;quot; || SD3 || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA: Armed Assault]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier of Fortune: Payback]]'' || &amp;quot;MP5SD5&amp;quot; || SD5 || Fires in bursts when set to semi-auto || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terrorist Takedown 2: US Navy Seals]]'' || &amp;quot;MP5SD&amp;quot; || SD3 || with reflex scope || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid 4: Guns of the Patriots]]'' || &amp;quot;MP5SD2&amp;quot; || SD2 || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Code of Honor 2: Conspiracy Island]]'' || &amp;quot;H&amp;amp;K MP5SD&amp;quot; || SD3 || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mercenaries 2: World in Flames]]'' || || SD3 || Red painter's tape on the magazine || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[SAS Secure Tomorrow]]'' || || SD3 || w/ reflex sight || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry 2]]'' || &amp;quot;Silent-MP5&amp;quot; || SD3 || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mirror's Edge]]'' || || SD3 || not usable || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA II]]'' || || SD6 || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Code of Honor 3: Desperate Measures]]'' || &amp;quot;H&amp;amp;K MP5SD&amp;quot; || SD3 || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]]'' || || SD5 || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Splinter Cell: Conviction]]'' || &amp;quot;MP5-SD3&amp;quot; || SD-N1 || w/ variety of accessories || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid: Peace Walker]]'' || &amp;quot;MP5SD2&amp;quot; || SD2 || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lara Croft and the Guardian of Light]]'' || &amp;quot;Dual SMG&amp;quot; || SD1 || Dual-wielded || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lara Croft and the Guardian of Light]]'' || &amp;quot;Submachine Gun&amp;quot; || SD3 || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Jagged Alliance: Back in Action]]'' || &amp;quot;MP5SD&amp;quot; || SD3 || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike: Global Offensive]]'' || &amp;quot;MP5-SD&amp;quot; || SD3 || Added in an update in 2018 || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZombiU]]'' || &amp;quot;MP5 SD&amp;quot; || SD3 || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7_Days_To_Die|7 Days To Die]]'' || &amp;quot;SMG&amp;quot; || || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Contract Wars]]'' || || || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Siege]]'' || &amp;quot;MP5SD&amp;quot; || SD2 || Introduced in Operation Red Crow expansion (2016) || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || MP5SD1, MP5SD2, MP5SD3, MP5SD4, MP5SD5, MP5SD6|| All variants|| || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Escape from Tarkov]]'' || HK MP5 9x19 submachinegun||50 round drum mag and 20 round mag,upper reciever for SD version, different railed handguards, up rail mount for sights and muzzle adapter for silencers||In game features a mixed version: if you put the fixed stock then get A4, if you put a telescopic stock then get A5, and if you change the upper receiver, handguard and barrel on a set of &amp;quot;SD&amp;quot; you get SD6 and SD5|| 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry 5]]'' ||MP5SD || SD3 || Reversed S-E-F trigger group with Navy trigger group markings ||2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Insurgency Sandstorm]]'' || &amp;quot;MP5A5' || || customization option for MP5A5; MP5SD6 || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vigor]]'' || &amp;quot;MP5-K SD3&amp;quot; || SD3 || || 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;275&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Appleseed]]'' || Olympus Police || MP5SD3 with solid stocks || 1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Imma Youjo]] || Matsuyama's thugs || &amp;quot;Inma Yōjo II&amp;quot; (Ep02) || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Spriggan]]'' || COSMOS Soldiers || MP5SD3 || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[When They Cry: Kai]]'' || Yamainu agents || MP5SD3 || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[When They Cry Expanded: Outbreak]]'' || Yamainu agents || MP5SD3 || 2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch HK94=&lt;br /&gt;
[[Image:HK 94A3.jpg|thumb|400px|right|Heckler &amp;amp; Koch HK94A2 - 9x19mm]]&lt;br /&gt;
[[Image:HK94.jpg|thumb|400px|right|Heckler &amp;amp; Koch HK94A3 - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;K94Conversion.jpg‎|thumb|400px|right|The &amp;quot;Fake MP5&amp;quot;, the Heckler &amp;amp; Koch HK94A3 Converted to full auto fire, shortened barrel and added third firing position on trigger pack - 9x19mm.  This version was used in many films during the 1980s and 1990s. The weapon pictured here may or may not be one of the screen-used HK94s from ''[[Air Force One]]''.]]&lt;br /&gt;
[[Image:HK 94A2chopped.jpg|thumb|400px|right|The &amp;quot;Fake MP5&amp;quot;, the Heckler &amp;amp; Koch HK94A2 Converted to full auto fire, shortened barrel and added third firing position on trigger pack - 9x19mm.  This version was used in many films during the 1980s and 1990s.]]&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch HK94 was the civilian semiautomatic version of the MP5 Submachine gun (with the 'legal' 16&amp;quot; carbine barrel).  It was imported in the late 1970s to late 1980s (its importation banned in 1989 by the infamous ATF re-interpretation of the &amp;quot;Sporting Clause&amp;quot; of GCA-68.  In May 1989 the ATF determined that the imported 'assault weapons' were not suitable for sporting purposes as put forth by the older GCA 68.), however many more HK94s were imported into the country than factory original MP5s during that time period.  In the early 1980s, it was cheaper to convert the plentiful and less expensive semiauto gun and register it as a Title II weapon.  A large portion of the full auto MP5s coming into the country were slated for Law Enforcement and Military sales.  &lt;br /&gt;
&lt;br /&gt;
''Note: In some films of the 1980's and 1990's, the HK94 is &amp;quot;chopped and converted&amp;quot;, to look like the MP5A3. A dead giveaway for these is the lack of a paddle magazine release that real MP5's have. The pistol grip is also notably different, with visible seam between the receiver and the grip, and a pronounced thumb rest.''&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;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''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;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rambo: First Blood Part II]]''|| [[Sylvester Stallone]] || John Rambo || Chopped and Converted to resemble MP5A3, fitted with scope || 1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Commando]]''|| || ||Chopped and Converted to resemble MP5A3||1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stick]]''||[[Burt Reynolds]]||Ernest &amp;quot;Stick&amp;quot; Stickley ||||1985&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pray for Death]]'' || || Criminals || With 16&amp;quot; barrels || 1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Raw Deal (1986)|Raw Deal]]''||[[Arnold Schwarzenegger]]||Mark Kaminsky||Modified with vertical foregrip and vented barrel shroud and converted to full auto||1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cobra]]''|| ||SWAT Officers|| ||1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[Big Trouble in Little China]]''|| ||Chang Sing gang member||Chopped and Converted to resemble MP5A3||1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Firewalker]]'' || || A desert brigand || With 16&amp;quot; barrel || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed and Dangerous]]'' || [[John Solari]] || Dolan || Chopped and Converted to resemble MP5A3; with laser sight || 1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[Extreme Prejudice]]''||[[Mickey Jones]]||Chub Luke||Chopped and Converted to resemble MP5A3||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lethal Weapon]]''||[[Mitchell Ryan]]||General Peter McAllister||Chopped and Converted to resemble MP5A3s||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lethal Weapon]]''||[[Mel Gibson]]||Detective Martin Riggs||Chopped and Converted to resemble MP5A3s||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Predator]]''|| ||Commandos||Chopped and Converted to resemble MP5A3s|| 1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Beverly Hills Cop II]]''|| || || ||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Outrageous Fortune]]''|| [[Bill Hart]] ||Boyd|| ||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Outrageous Fortune]]''|| [[Tony Epper]] ||Russell|| ||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Running Man]]''||[[Arnold Schwarzenegger]]||Richards|| Modified with vertical foregrip and vented barrel shroud and converted to full auto ||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Die Hard]]''||[[Bruce Willis]]||Detective John McClane||Chopped and Converted to resemble MP5A3s||1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Die Hard]]''|| [[Alan Rickman]] || Hans Gruber || Chopped and Converted to resemble MP5A3s || 1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Moonwalker]]''|| ||Mr Big's Troopers||Modified to look futuristic||1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Police Academy 5]]''|| || || || 1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Dead Heat]]''||||Bodyguards||||1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[They Live]]'' || [[Roddy Piper]]||Nada|| Modified with horizontal 9 o’clock position foregrip and vented barrel shroud and converted to full auto ||1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Black Rain]]'' ||[[Ken Takakura]]||Inspector Masahiro|| ||1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[Pink Cadillac]]''|| ||Militia Gang Member|| ||1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kinjite: Forbidden Subjects]]'' || || Duke's henchman || Modified with vertical foregrip and vented barrel shroud and converted to full auto || 1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[Predator 2]]''||||LAPD||Chopped and converted to resemble MP5A2s and MP5A3s||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Last of the Finest, The|The Last of the Finest]]''||[[Brian Dennehy]]||Det. Frank Daly||||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Terminator 2: Judgment Day]]''|| ||SWAT Officers||Chopped and Converted to resemble MP5A3s|| 1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Highlander II: The Quickening]]''|| ||Shield Corporation soldiers||Chopped and converted to resemble MP5|| 1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[In the Line of Duty: Ambush in Waco]]'' || ||BATF agents||Chopped and converted to resemble MP5A2||1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate]]''||[[Kurt Russell]]||Colonel Jack O'Neil||Chopped and Converted to resemble MP5A3s||1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dead Weekend (1995)|Dead Weekend]]'' ||  || TWF soldier ||  || 1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Jumanji]]''|| || ||Seen in gun store||1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Set It Off]]''||||L.A.P.D. SWAT||Chopped and Converted to resemble MP5A3||1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Rock]]''||[[Sean Connery]]||John Patrick Mason||Chopped and Converted HK94s||1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mask of Death]]'' || || FBI agent || Chopped and Converted to resemble MP5A3 || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Original Gangstas]]'' || [[Jim Brown]] || Jake Trevor || Chopped and Converted to resemble MP5A3 || 1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[Air Force One]]'' ||[[Harrison Ford]]||President James Marshall||Chopped and Converted HK94s||1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[K-911]]'' || || || Chopped and Converted to resemble MP5A3; Seen in Phil Cage's armory || 1999&lt;br /&gt;
|-&lt;br /&gt;
|''[[Jason X]]'' || || US Soldier || HK94A3 ||2001&lt;br /&gt;
|-&lt;br /&gt;
|''[[Urban Justice]]'' || [[Trantario Jones]] || Isaiah Morrison || Chopped and converted to resemble MP5 || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Saw V]]'' || || SWAT officers ||Chopped and Converted to resemble MP5A3  || 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;225&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;175&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;275&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;75&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[The A-Team]]''|| || || || 1983-1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Alien Nation - The Series]]''||[[Gary Graham]]||Detective Matthew Sikes|| || 1989-1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Alien Nation - The Series]]''||[[Eric Pierpoint]]||Detective George Francisco|| || 1989-1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stand, The (1994 miniseries)|The Stand]]''|| ||Randall Flagg's henchmen || ||1994&lt;br /&gt;
|-&lt;br /&gt;
|''[[NCIS - Season 2|NCIS]]''|| ||one of Ari's terrorists|| &amp;quot;Twilight&amp;quot; (S02E23)||2004-2005&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;275&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Violence Jack: Hell's Wind Hen]] || Jun ||   || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Kochikame, The UFO Movie]]'' ||  ||   || &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;275&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;125&amp;quot;|'''Variant'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Max Payne 2: The Fall of Max Payne]]'' || &amp;quot;MP5&amp;quot; || HK94A3 || with ACOG|| 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black]]'' || &amp;quot;MP5&amp;quot; || HK94A3 || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tomb Raider: Legend]]'' || &amp;quot;MG415&amp;quot; || HK94A3 || incorrectly holds 40 rounds || 2006&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch MP5K=&lt;br /&gt;
[[Image:MP5K-SEF.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5K - version with SEF Plastic Trigger Pack - 9x19mm. This is a very well worn Motion picture weapon]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5K - updated with the Navy Trigger Group - 9x19mm. The Navy trigger group dates to 1985, the MP5K-PDW to 1991. The MP5K is available in the newer MP5KN, MP5KA4, and MP5KA5 configurations, which all have the ambidextrous trigger group. Another 'well used' actual movie blank firing gun.]]&lt;br /&gt;
[[Image:MP5KA1.jpg|thumb|400px|right|Heckler &amp;amp; Koch MP5KA1 - variant fitted with low profile sights intended for covert carry - 9x19mm]]&lt;br /&gt;
[[Image:MP5KA3 superimposed 15rds.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[Image:HKMP5KA5.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5KA5 with PDW stock and 15-round magazine - 9x19mm]] &lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|right|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon, though replicas of it do exist.]]&lt;br /&gt;
&lt;br /&gt;
Note: ''Some MP5Ks seen in film are modified SP89s that are fitted with a forward handgrip and converted to full auto.''&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;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''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'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ransom (Vykup)]]''|| || ||||1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Living Daylights]]''|| || ||Heavily modified||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Beverly Hills Cop II]]''||||member of the robbery crew||||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Scrooged]]''||||terrorists attacking Santa's workshop||||1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[L.A. Takedown]]''|| [[Alex McArthur]] || Patrick McLaren || || 1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[L.A. Takedown]]''|| [[Peter Dobson]] || Chris Sherherlis || || 1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[L.A. Takedown]]''|| [[Vincent Guastaferro]] || Michael Cherrito || || 1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lethal Weapon 2]]''|| ||Arjen Rudd's henchmen|| ||1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Killer]]'' ||[[Chow Yun-Fat]]||Ah Jong|| ||1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Killer]]''|| [[Danny Lee]]||Li Ying|| ||1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[L. A. Bounty]]''|| [[Sybil Danning]] || Ruger || || 1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tango &amp;amp; Cash]]''|| ||Guards|| ||1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[Delta Force 2: The Colombian Connection]]''|| ||Delta Commandos|| ||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Die Hard 2]]'' || ||Terrorists|| ||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[RoboCop 2]]''|| ||Various cartel thugs|| ||1990&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Terminator 2: Judgement Day]]'' || [[Robert Patrick]] || T-1000 || rowspan=&amp;quot;2&amp;quot; |  || rowspan=&amp;quot;2&amp;quot; | 1991&lt;br /&gt;
|-&lt;br /&gt;
| || LAPD SWAT &lt;br /&gt;
|-&lt;br /&gt;
|''[[Harley Davidson and the Marlboro Man]]''||[[Giancarlo Esposito]]||Jimmy||||1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Toy Soldiers]]''||[[Sean Astin]] || William &amp;quot;Billy&amp;quot; Tepper|| || 1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Toy Soldiers]]''||[[Michael Champion]] || Jack Thorpe|| || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Last Boy Scout]]'' || [[Taylor Negron]] || Milo  || || 1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lethal Weapon 3]]''|| ||Thugs|| ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lethal Weapon 3]]''||[[Stuart Wilson]]||Jack Travis|| ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hard Boiled]]''|| ||Thugs|| ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rapid Fire (1992)|Rapid Fire]]''|| ||Henchmen|| with or without SP89 foregrips||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rapid Fire (1992)|Rapid Fire]]''||.||Mobsters||.||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Under Siege]]''||[[Steven Seagal]]||Chief Casey Ryback|| ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Under Siege]]''||[[Erika Eleniak]]||Jordan Tate|| ||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[To Survive (Chtoby vyzhit)]]''||[[Aleksandr Rozenbaum]]||Jaffar||||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Beverly Hills Cop III]]''||[[Hector Elizondo]]||Det. Jon Flint||||1994&lt;br /&gt;
|-&lt;br /&gt;
|''[[True Lies]]''|| ||Mansion guards|| ||1994&lt;br /&gt;
|-&lt;br /&gt;
|''[[Die Hard with a Vengeance]]''||[[Samuel L. Jackson]]||Zeus Carver|| ||1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Die Hard with a Vengeance]]''||[[Jeremy Irons]]||Simon Gruber|| ||1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Die Hard with a Vengeance]]''||[[Bruce Willis]]||Lt. John McClane|| ||1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Fair Game]]''||[[Marc Macaulay]]||Navigator|| ||1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bad Boys]]''||[[Martin Lawrence]]||Detective Marcus Burnett|| ||1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mercenary]]'' ||  || Yakuza || Airsoft || 1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Long Kiss Goodnight]]''|| ||Security guards|| ||1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Saint]]''|| ||Thug|| ||1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Game, The (1997)|The Game]]''||||CRS operatives||||1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Air Force One]]''||[[Harrison Ford]]||President James Marshall|| ||1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Air Force One]]''||[[Wendy Crewson]]||Grace Marshall|| ||1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Air Force One]]''||||Terrorists|| ||1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Spawn]]''||[[Michael Jai White]]||Al Simmons||fitted with suppressor||1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Taxi (1998)|Taxi]]'' || Grégory Knop || Kruger || || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ronin]]''||[[Sean Bean]]||Spence|| ||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Blade]]''|| ||Vampires|| ||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lucky Number Slevin]]''|| ||Israeli bodyguards|| ||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Black Dog]]''|| || Motorcycle henchmen || ||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Black Dog]]''|| || Federal agent || ||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Enemy of the State]]''||[[Jake Busey]]||Krug|| ||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Matrix]]''||[[Keanu Reeves]]||Neo|| ||1999&lt;br /&gt;
|-&lt;br /&gt;
|''[[World Is Not Enough, The|The World Is Not Enough]]'' ||[[Robbie Coltrane]]||Valentin Zukovsky|| ||1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[K-911]]'' || || || Seen in Phil Cage's armory || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Python]]'' ||  || Soldiers ||  || 2000&lt;br /&gt;
|-&lt;br /&gt;
|''[[Taxi 2]]''|| ||Fake Yakuza goon|| ||2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[First Target]]''  || || U. S. Secret Service Agents || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Total Western]]'' || || A drug dealer || || 2000&lt;br /&gt;
|-&lt;br /&gt;
|''[[Behind Enemy Lines]]''||[[Olek Krupa]]||Miroslav Lokar|| ||2001&lt;br /&gt;
|-&lt;br /&gt;
|''[[Point Men, The|The Point Men]]'' ||  || Terrorists || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Exit Wounds]]'' ||  ||Secret Service Agent  || || 2001&lt;br /&gt;
|-&lt;br /&gt;
|''[[2009: Lost Memories]]''|| ||Fureisenjin members|| ||2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Resident Evil]]''||[[Michelle Rodriguez]]||Rain Ocampo|| ||2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Die Another Day]]'' || ||Gustav Graves' henchmen||with and without suppressors||2002 &lt;br /&gt;
|-&lt;br /&gt;
|''[[Equilibrium]]''|| ||Sweepers|| ||2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Redemption (2002)|Redemption]]'' || || Lam's thug || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Tuxedo]]''||[[Debi Mazar]]||Agent Steena||||2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Taxi 3]]'' || || Santa Claus gang || || 2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Matrix Revolutions]]''||[[Laurence Fishburne]]||Morpheus||foregrips removed, exposed barrel||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Matrix Reloaded]]''|| ||Merovingian's henchman|| ||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bad Boys II]]''|| ||Johnny Tapia's henchman|| ||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Underworld]]'' || ||Vampire Death Dealers|| ||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[S.W.A.T. (2003)|S.W.A.T.]]''|| ||A gang member|| ||2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Resident Evil: Apocalypse]]''||[[Milla Jovovich]]||Alice|| ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[36th Precinct]]''||  || Policeman ||  ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Sentinel]]''|| ||Secret Service|| ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[Mr. &amp;amp; Mrs. Smith]]''||[[Brad Pitt]]||John Smith|| ||2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[Mr. &amp;amp; Mrs. Smith]]''||[[Angelina Jolie]]||Jane Smith|| ||2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lord of War]]''||[[Ethan Hawke]]||Interpol Agent Jack Valentine|| ||2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[Edison]]''||[[Justin Timberlake]]||Joshua Pollack|| ||2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[Deja Vu]]''||[[Jim Caviezel]]||Carroll Oerstadt|| ||2006&lt;br /&gt;
|-&lt;br /&gt;
|''[[I, Robot]]''|| ||Chicago P.D. SWAT officers|| ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Underworld: Evolution]]'' || [[Kate Beckinsale]] ||Selene |||| 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Attack Force]]'' || [[David Kennedy]] || Dwayne Dixon || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Attack Force]]'' || || Lawson's unit soldiers || || 2006&lt;br /&gt;
|-&lt;br /&gt;
|''[[Taxi 4]]''||[[François Damiens]]||Serge|| ||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Flight of the Living Dead]]''|| ||Various characters|| ||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Shoot 'Em Up]]''||[[Clive Owen]]||Mr. Smith|| ||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[We Own the Night]]''||||Russian mobsters||||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Taken]]''||[[Liam Neeson]]||Bryan Mills|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Max Payne (2008)|Max Payne]]''||[[Mark Wahlberg]]||Max Payne|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Max Payne (2008)|Max Payne]]''||[[Mila Kunis]]||Mona Sax|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crossfire (Les Insoumis)]]'' ||  || Arabian thug ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Punisher: War Zone]]''||[[Ray Stevenson]]||Frank Castle/The Punisher|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Babylon A.D.]]''|| || || ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fast &amp;amp; Furious]]'' || || Campos' henchmen || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ninja Assassin]]'' || [[Ben Miles]] || Ryan Maslow || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Red (2010)|Red]]''||[[Helen Mirren]]||Victoria|| ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[The A-Team (2010)|The A-Team]]''||[[Patrick Wilson]]||Lynch|| ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Jerry Cotton]]''||[[Christiane Paul]]||Zanuck|| ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Elephant White]]''|| || ||several examples in weapons cache ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunt to Kill]]''|| ||Thug|| ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Legion]]'' ||[[Paul Bettany]]||Michael|| ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sinners and Saints]]''||||mercenary||||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Five Brothers (Comme les cinq doigts de la main)]]'' || [[Mathieu Delarive]] || Michael Hayoun || ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Jesse Stone: Innocents Lost]]''|| ||Assassin|| ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[New Kids Nitro]]''||. ||Dutch special forces||covert carry version MP5KA1 ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cat Run]]''|| ||security guard||MP5KN with 15-round magazine ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Red State]]''||. ||Believer|| ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[A Gang Story (Les Lyonnais)]]''|| ||Police officer||MP5KA4 ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Cabin in the Woods]]'' ||[[Bradley Whitford]]|| Hadley || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black &amp;amp; White Episode 1: The Dawn of Assault]]'' ||  || SIS officers ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black &amp;amp; White Episode 1: The Dawn of Assault]]'' || [[Ivy Chen]] || Chen Lin ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[21 Jump Street (2012)|21 Jump Street]]'' || [[DeRay Davis]] || Domingo ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Taken 2]]'' || || Bad Guys || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Guardian Angel (Schutzengel)]]'' || || hitmen ||covert carry version MP5KA1 || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Argo]]'' || || Iranian Revolutionary Guard || With [[MP5A2]] buttstock and straight magazines || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Interview with a Hitman]]'' || || British Gangster ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stolen]]'' || || FBI Agent ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''[[Safe]]|| [[Robert John Burke]]|| Captain Wolf ||rowspan=2| ||rowspan=2|2012&lt;br /&gt;
|-&lt;br /&gt;
|  [[James Colby]] || Detective Mears&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battleground (2012)|Battleground]]'' || [[Damon E. White]] || Crowley || MP5KN || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cockneys vs. Zombies]]'' || [[Michelle Ryan]] || Katy || MP5K &amp;quot;Reverse Stretch&amp;quot; || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Berlin File, The|The Berlin File]]'' ||  ||North Korean agents and Abdul's henchmen || suppressed  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fast &amp;amp; Furious 6]]'' || [[Tyrese Gibson]] || Roman Pearce || || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Family, The (2013)|The Family]]'' ||[[Domenick Lombardozzi]]||Caputto||||2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man of Steel]]'' || [[Christopher Meloni]] || Colonel Nathan Hardy ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Purge, The|The Purge]]'' || || Purger ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Homefront (2013)|Homefront]]'' || [[Jason Statham]] || Phil Broker || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Homefront (2013)|Homefront]]'' || [[Michael Papajohn]] || Hitman || || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lust of the Dead 5]]'' || [[Asami]] || Kanae's clones ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunting the Phantom]]'' ||  || Terrorist ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Expendables 3, The|The Expendables 3]]'' || [[Glenn Powell]] || Thorn || MP5KA5 || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[John Wick]]'' || || Russian mobsters ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Everly]]'' || [[Salma Hayek]] || Everly ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Everly]]'' || || Taiko's killer ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[American Heist]]'' ||   || NOPD SWAT ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[3 Days to Kill]]''|| || Albino's gunmen |||| 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[No Tears for the Dead]]'' ||[[Dong-gun Jang]] || Gon || MP5KA4 || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[No Tears for the Dead]]'' || [[Brian Tee]] || Chaoz  || MP5KA4 || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mea Culpa]]'' || [[Alexis Manenti]] || Slobodan || Non-firing replica || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mea Culpa]]'' || || Milan's henchmen || Non-firing replica || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wicked Blood]]''||||gangster||||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Last Witch Hunter]]|| || seen in the Kaulder's armory |||| 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Polis Evo]]'' || || Several gangsters || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Furious 7]]'' || [[Jason Statham]] || Deckard Shaw || MP5KN || 2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Terminator Genisys]]'' || [[Emilia Clarke]] || Sarah Connor || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[London Has Fallen]]'' || [[Aaron Eckhart]] || President Benjamin Asher ||  rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2016&lt;br /&gt;
|-&lt;br /&gt;
| || Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fate of the Furious, The|The Fate of the Furious]]'' ||  || German soldier || MP5KN || 2017&lt;br /&gt;
|-&lt;br /&gt;
|''[[CHIPS (2017)|CHIPS]]''||||armored car robbers||||2017&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3| ''[[Ghost in the Shell]]'' || [[Pilou Asbæk]] || Batou || rowspan=3| futuristic mock up of MP5K || rowspan=3| 2017&lt;br /&gt;
|-&lt;br /&gt;
| [[Chin Han]] || Togusa &lt;br /&gt;
|-&lt;br /&gt;
| [[Danusia Samal]] || Ladriya &lt;br /&gt;
|-&lt;br /&gt;
|''[[Mile 22]]''||||gunmen||||2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sicario: Day of the Soldado]]''|| || operative ||||2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[KL Special Force]]''|| [[Syamsul Yusof]] || Asyraff || MP5KN || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[All The Devil's Men]]''||||gunmen||MP5KN||2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Gentlemen]]''|| [[Charlie Hunnam]] || Raymond || Suppressed || 2019&lt;br /&gt;
|-&lt;br /&gt;
|''[[Zombieland: Double Tap]]''||[[Abigail Breslin]]||Little Rock||||2019&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;225&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;275&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;
| ''[[Bergerac - Season 5|Bergerac]]'' || || A French ''GIGN'' officer || &amp;quot;S.P.A.R.T.A.&amp;quot; (S05E06) || 1987&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Big Game (Bolshaya igra)]]'' || Vladimir Bratanov || A killer || E06 || 1988&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Halt of Wanderers (Prival strannikov)]]'' || [[Andrey Shcherbovich-Vecher]] || A killer || || 1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files]]''|| || Various law enforcement tactical officers, military/black-ops personnel || Canadian mockups built on [[Kimel AP-9]]s / Season 1 through Season 5 ||1993 - 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Julie Lescaut]]'' || || RAID (French SWAT) team || &amp;quot;La fête des mères&amp;quot; (S03E05) || 1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate SG-1]]''|| ||Secret Service/NID agents|| ||1997 - 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 7]]''|| || TV show character || Fitted with PDW stock / &amp;quot;Sein und Zeit&amp;quot; (S7E10) || 2000&lt;br /&gt;
|-&lt;br /&gt;
|''[[CSI: Crime Scene Investigation]]''|| ||Bank Robbers||&amp;quot;Inside the Box&amp;quot;||2000 - &lt;br /&gt;
|-&lt;br /&gt;
|''[[24]]''|| ||Secret Service Agents|| ||2001 - 2010&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| ''[[Ultimate Force]]'' || [[Alex Reid]] || Cpt. Caroline Walsh|| MP5KA1 || rowspan=2| 2002 - 2006&lt;br /&gt;
|-&lt;br /&gt;
| [[Daniel Betts]] || Slava ||MP5KA1&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Frank Riva - Season 2]]'' || || Special police unit operatives || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3|''[[All or Nothing (Pan ili propal)]]'' || [[Sergey Zhigunov]] || Velaskes || rowspan=3| || rowspan=3|2004&lt;br /&gt;
|-&lt;br /&gt;
| Vera Novikova || Gerda Gustavsen&lt;br /&gt;
|-&lt;br /&gt;
| || A Danish police detective&lt;br /&gt;
|-&lt;br /&gt;
|''[[Prison Break - Season 2]]''|| || Company Agent || with extended barrel and SEF trigger pack||2006 - 2007&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2| ''[[Prison Break - Season 4]]''|| || Guards || with Navy trigger pack|| rowspan=2| 2008 - 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Graham McTavish]] ||Ferguson || &lt;br /&gt;
|-&lt;br /&gt;
|''[[Hokkaido Police. Russian Department (Politsiya Khokkaydo. Russkiy otdel)]]''|| || S.A.T. || ||2007 - 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[GSG-9]]''|| || || ||2007 - 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Supernatural - Season 4]]''|| || || Railed forward grip / &amp;quot;Are You There, God? It's Me, Dean Winchester&amp;quot; (S04E02)||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Terminator: The Sarah Connor Chronicles]]''||[[Garret Dillahunt]]||Cromartie|| &amp;quot;Mr. Ferguson Is Ill Today&amp;quot; (S02E08)||2008 - 2009&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3| ''[[Black and White]]''|| [[Ivy Chen]] || Chen Lin || || rowspan=3| 2009&lt;br /&gt;
|-&lt;br /&gt;
| Kingone Wang ||Gao Yi  || &lt;br /&gt;
|-&lt;br /&gt;
| ||Gao Yi's accomplices ||&lt;br /&gt;
|-&lt;br /&gt;
|''[[CSI: NY - Season 7]]'' || ||Criminal || &amp;quot;Smooth Criminal&amp;quot; (S07E14)||2010 - 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Detroit 1-8-7]]'' ||  || henchmen || &amp;quot;Stone Cold&amp;quot; (S01E16) || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Criminal Minds - Season 6]]''|| [[Paget Brewster]] ||FBI SSA Emily Prentiss || &amp;quot;Lauren&amp;quot; (S06E18) ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Criminal Minds - Season 7]]''|| [[Max Martini]] || Luke Dolan || &amp;quot;Dorado Falls&amp;quot; (S07E03) ||2011&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4| ''[[Nikita (2010) - Season 2]]'' || [[Shane West]] || Michael Bishop || || rowspan=4| 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[William DeVry]] || Patrick Miller ||  &amp;quot;Clean Sweep&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Xander Berkeley]] || Percival &amp;quot;Percy&amp;quot; Rose ||&lt;br /&gt;
|-&lt;br /&gt;
| Jason Gosbee || Tim || &amp;quot;Clean Sweep&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Last Resort]]'' ||[[Scott Speedman]]||Lt. Commander Kendall||&amp;quot;Blue Water&amp;quot; (S01E10)||2012&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|''[[Defiance (TV Series)|Defiance]]''|| [[Julie Benz]] ||Amanda Rosewater || rowspan=4| Navy trigger pack || rowspan=4|2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Mia Kirshner]] ||Kenya Rosewater &lt;br /&gt;
|-&lt;br /&gt;
| [[Stephanie Leonidas]] ||Irisa Nyira &lt;br /&gt;
|-&lt;br /&gt;
| ||Defiance residents&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Banshee - Season 2]]'' || [[Odette Annable]] || Nola Longshadow || Episode 1 ||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Continuum - Season 3]]'' || [[Ryan Robbins]] || Brad Tonkin ||Episode 12 || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Fargo - Season 2]]''||[[Bokeem Woodbine]]||Mike Milligan||||2015&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[The Last Ship - Season 2|The Last Ship]]''|||| guards ||&amp;quot;Unreal City&amp;quot;(S02E01)  || 2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stranger Things - Season 1|Stranger Things]]''||||Government agents||||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Legends of Tomorrow - Season 2|Legends of Tomorrow]]'' ||[[Emily Bett Rickards]]||Felicity Smoak||||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wynonna Earp]]''||[[Melanie Scrofano]]||Wynonna Earp || ||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wynonna Earp]]''||[[Natalie Krill]]||Willa Earp ||&amp;quot;Landslide&amp;quot; (S1E11) ||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wynonna Earp]]''||[[Shamier Anderson]]||Xavier Dolls||&amp;quot;I Walk the Line&amp;quot; (S1E13) ||2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Stranger Things - Season 2|Stranger Things]]''||||Government agents||&amp;quot;Chapter Four: Will The Wise&amp;quot; (S2E04)||2017&lt;br /&gt;
|-&lt;br /&gt;
|''[[Gladbeck]]'' ||  || Dutch police officer ||  || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rookie, The - Season 1|The Rookie]]''||||Bank robber||||2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cloak &amp;amp; Dagger - Season 2|Cloak &amp;amp; Dagger]]''||||Robber||Without foregrip; &amp;quot;Level Up&amp;quot; (S2E10)||2019&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5| ''[[Falcon and the Winter Soldier, The - Season 1|The Falcon and the Winter Soldier]]'' ||  || Madripoor residents|| rowspan=2|&amp;quot;Power Broker&amp;quot; (S1E03)|| rowspan=5| 2021&lt;br /&gt;
|-&lt;br /&gt;
|  ||Madripoor High Town's guards &lt;br /&gt;
|-&lt;br /&gt;
|  ||||in gun case; &amp;quot;Truth&amp;quot; (S1E05)&lt;br /&gt;
|-&lt;br /&gt;
|  ||GRC Soldiers||&amp;quot;One World, One People&amp;quot; (S1E06)&lt;br /&gt;
|-&lt;br /&gt;
| [[Tyler Dean Flores]] ||Diego||Non-gun in some scenes; &amp;quot;One World, One People&amp;quot; (S1E06)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;275&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lupin III: Voyage to Danger]]'' || Fujiko Mine || || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Burn-Up Excess]]'' || Maniac ||  || 1997 - 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cowboy Bebop]]'' || Faye Valentine || With 15-round magazine || 1998 - 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Spriggan]]' || ARCAM Researchers || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[New Dominion Tank Police]]'' || Various characters || || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cowboy Bebop the Movie: Knockin' on Heaven's Door]]'' || Faye Valentine ||  || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Noir]]'' || Francesco ||  || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost in the Shell Stand Alone Complex]]'' || Narcotics Suppression Squad || fitted with flashlights || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Burn-Up Scramble]]'' || Police ||  || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost in the Shell Stand Alone Complex 2nd Gig]]'' || Combat android || || 2004-2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunslinger Girl: Il Teatrino]]'' || || Briefcase configuration || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rideback]]'' || BMA terrorists, GGP Ridebacks || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phantom: Requiem for the Phantom]]'' || Inferno Members || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Phantom: Requiem for the Phantom]]'' || Zahlen Schwestern (Sechs and Sieben) || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Asobi ni Ikuyo: Bombshells from the Sky]]'' || || Navy version, 15-round magazine || 2010&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''[[Guilty Crown]]'' || Shu Ouma || rowspan=3| || rowspan=3| 2011 - 2012&lt;br /&gt;
|-&lt;br /&gt;
|| Gai Tsutsugami&lt;br /&gt;
|-&lt;br /&gt;
|| Funeral Parlor members&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;|'''Game 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;
| ''[[GoldenEye 007]]'' || D5K Deutsche || Available with and without suppressor || || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[007: Nightfire]]'' || Deutsche M9K || w/ 15-round magazine and removable suppressor || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Half-Life 2]]'' || SMG-1  || ||cut from final version || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto: Liberty City Stories]]'' || || w/ extended barrel and modified handgrip || || 2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stranglehold]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cross Fire (2007 VG)|Cross Fire]]'' ||&amp;quot;MP5K A4&amp;quot; || ||MP5KA4 and MP5KN hybrd || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Saints Row 2]]'' || SKR-9 Threat || w/ straight 40 round magazine || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Need for Speed: Undercover]]'' || || || unusable || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' || || w/ various attachments || MP5KA4 || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Modern Warfare 2]]'' ||MP5K || Rapid fire upgrade, dual wield, suppressor, red dot sight, EOTech holographic sight, Trijicon ACOG, thermal scope, extended magazine || Fitted with full RIS || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops]]'' || MP5K  || Various optional attachments || MP5K serial number 0001; highly anachronistic || 2010 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resonance of Fate]]'' || SMG-05  || Can be fitted with multiple barrels and multiple optics ''simultaneously'' || Gold plated version available || 2010 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield Play4Free]]'' || As the &amp;quot;M5K&amp;quot; || With optional EOTech red dot scope or red dot sight || MP5KA4 || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Jagged Alliance: Back in Action]]'' || MP5K ||  ||MP5KA4 || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 3]]'' || M5K || Various optional attachments || MP5KA4 with either 15 or 30 round magazine || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[State of Decay]]'' || MP5K ||   ||MP5KA4 || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Contagion (VG)|Contagion]]'' || MP5k || Flashlight attachment || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Insurgency (2014)|Insurgency]]'' || MP5K || MP5KA4 w/ various attachments || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Time Crisis 5]]''|| || Without foregrip, unusable || MP5KA4 with 30 round magazine || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Contract Wars]]''|| || || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost In The Shell: Stand Alone Complex First Assault]]'' || MP5K-S3 || various attachments || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || MP5K, MP5KA2, MP5KA3, MP5KA4, MP5KN || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Escape from Tarkov]]'' || HK MP5 Kurz 9x19 submachinegun||20, 30 and 50 round mags and up rail mount for sights||MP5KA4, added in 0.12.0.4785 patch (2019) || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black Squad]]'' || MP5K || || MP5KA4 with 15 round magazine || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry 5]]'' || MP5K || || Reversed S-E-F trigger group with Navy trigger group markings|| 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops Cold War]]'' || MP5 || || with collapsible stock || 2020&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch MP5K-PDW=&lt;br /&gt;
[[Image:MP5K-PDW.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5K-PDW - 9x19mm ]]&lt;br /&gt;
[[Image:MP5K-UMP.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5K-PDW with [[UMP]]-style stock - 9x19mm]]&lt;br /&gt;
[[Image:MP5K-PDWEarly.jpg‎|thumb|right|400px|Heckler &amp;amp; Koch MP5K with PDW-style stock to emulate the MP5K-PDW - 9x19mm. The real MP5K-PDW can be distinguished by its longer barrel and newer trigger group.]]&lt;br /&gt;
&lt;br /&gt;
The PDW (Personal Defense Weapon) was an upgrade to the MP5K by adding a synthetic folding stock to create a stable firing platform for more accurate fire, extending the barrel and put on three lugs to quick attach flash hiders or suppressors.  Newer models are fitted with [[UMP]]-style stocks.&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;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''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'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Under Siege]]'' || [[Steven Seagal]] || Casey Ryback || Fitted with a suppressor. || 1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Last Action Hero]]''||||Mobster at funeral||||1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Under Siege 2: Dark Territory]]'' || [[Afifi Alaouie]] || Fatima ||  || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Top Dog]]'' || || Neo Nazi terrorists || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Rock]]'' || || Navy SEAL || || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Turbulence]]'' || || captain with the Emergency Response Unit || || 1997&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Tomorrow Never Dies]]'' || [[Pierce Brosnan]] || James Bond || rowspan=&amp;quot;3&amp;quot; |  || rowspan=&amp;quot;3&amp;quot; | 1997&lt;br /&gt;
|-&lt;br /&gt;
| [[Götz Otto]] || Richard Stamper&lt;br /&gt;
|-&lt;br /&gt;
| || Carver's Henchmen&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' || [[Mickey Rourke]] || Rudy Ray || with optics and suppressor|| 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' ||  || Henchmen and SWAT team || with and without optics, and suppressors|| 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Ultimate Weapon]]'' || || McBride's bodyguards || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghosts of Mars]]'' || [[Ice Cube]] || James &amp;quot;Desolation&amp;quot; Williams || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Redemption (2002)|Redemption]]'' || [[Richard Norton]] || Tom Sasso || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Underworld]]'' || || Death Dealers || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Sentinel]]'' || || Secret Service Agent || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mission: Impossible III]]'' || [[Tom Cruise]] || Ethan Hunt || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Kingdom]]'' || [[Jennifer Garner]]  || FBI Special Agent Janet Mayes || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Invisible Target]]'' ||   || Hong Kong Police ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Quantum of Solace]]'' || || CIA Response Team || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crank: High Voltage]]'' || || Thug || MP5K fitted with PDW-style folding stock. || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Expendables]]'' || [[Jason Statham]] || Lee Christmas || Fitted with LAM|| 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Setup (2011)|Setup]]'' || [[50 Cent]] ||Sonny ||  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Setup (2011)|Setup]]'' || [[Ryan Phillippe]] ||Vincent ||  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Viral Factor, The|The Viral Factor]]'' || [[Jay Chou]] ||Jon Man|| With RIS rail on hanguard  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Viral Factor, The|The Viral Factor]]'' || [[Bing Bai]] ||Ice ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Dark Knight Rises]]''||[[Daniel Sunjata]]||Captain Jones||||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shadow of Death, The (Stín smrtihlava)|The Shadow of Death (Stín smrtihlava)]]'' || || Czech SWAT ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[A Good Day to Die Hard]]'' || || Henchman || Suppressed || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[We're the Millers]]'' || || Cartel member || MP5K with PDW stock || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Mad Max: Fury Road]]''||[[Richard Carter]]||The Bullet Farmer||||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kingsman: The Secret Service]]'' || || Henchmen || winter paint job || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kingsman: The Secret Service]]'' || [[Taron Egerton]] || Eggsy|| winter paint job || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Accountant]]'' || || Operative || Suppressed || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[John Wick: Chapter 3 - Parabellum]]'' || || || Seen in armory || 2019&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bad Boys for Life]]'' ||[[Will Smith]]||Det. Mike Lowery||||2020&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bad Boys for Life]]''||[[Vanessa Hudgens]]||Kelly||||2020&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 / Episode'''&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;100&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Harsh Realm]]''||[[D.B. Sweeney]]||Mike Pinnochio|| ||1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Firefly]]'' ||  || henchmen || &amp;quot;War Stories&amp;quot; (S01E10), &amp;quot;Heart of Gold&amp;quot; (S01E13) || 2002, 2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Torchwood]]''||[[James Marsters]]||Captain John Hart|| ||2006-Present&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hokkaido Police. Russian Department (Politsiya Khokkaydo. Russkiy otdel)]]''|| || S.A.T. || ||2007 - 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Terminator: The Sarah Connor Chronicles]]''||[[Summer Glau]]||Cameron Phillips|| ||2008-2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Iris - Season 1]]''|| ||NSS SWAT||with suppressor ||2008-2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Breaking Bad - Season 2]]''||||||&amp;quot;Negro y Azul&amp;quot; ||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Office]]''||[[John Krasinski]]||Jim Halpert/&amp;quot;Goldenface&amp;quot;||||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Continuum - Season 2]]''|| ||Liber8 terrorist || MP5K fitted with PDW-style folding stock  ||2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Continuum - Season 2]]''|| ||Coalition Kings member || suppressed MP5K fitted with PDW-style folding stock  ||2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Last Ship - Season 3|The Last Ship]]''||[[Bridget Regan]]||Sasha Cooper||||2016&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;|'''Game 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;
| ''[[Rainbow Six]]'' || HK MP5K-PDW ||  ||w/ Navy trigger group || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Rogue Spear]]'' ||HK MP5K-PDW  ||  ||  || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sum of All Fears, The (VG)|The Sum Of All Fears]]'' || 9mm Compact SMG  || w/ 3-round burst fire mode||w/o buttstock || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six 3: Raven Shield]]'' || MP5K PDW ||  ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]]'' ||  || With EOTech red dot sight, laser pointer, and removable silencer ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mirror's Edge]]'' ||  ||w/ 15-round magazine and 3-lug flash hider  ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' ||  || w/ various attachments ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || H&amp;amp;K MP5K-PDW ||flash hider and suppressor  || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Siege]]'' || &amp;quot;MP5K&amp;quot; || w/ various attachments ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || MP5KPDW || || || 2016&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Anime==&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;275&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Gunslinger Girl]]'' || Claes ||  With side-folding stock || 2003 - 2004&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Full Metal Panic! The Second Raid]]'' || || With side-folding stock || 2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ergo Proxy]]'' || Scavengers, Militants || || 2006&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Stella Women's Academy, High School Division Class C³]]'' || Meisei Girl's Academy Airsoft Team|| Airsoft, with red dot optic, suppressor, and side-folding stock || 2013 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Heckler &amp;amp; Koch SP89=&lt;br /&gt;
[[Image:H&amp;amp;KSP89.jpg|thumb|right|300px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;K-MP5KEarlyModel.jpg|thumb|right|300px|A &amp;quot;faux&amp;quot; Heckler &amp;amp; Koch MP5K - this is an original SP89 pistol converted to full auto fire by a Class III armorer. Giveaways are the lack of a paddle magazine release.  This version was also used in movies between 1989 and the late 1990s when factory original MP5Ks were not available - 9x19mm.]]&lt;br /&gt;
&lt;br /&gt;
The SP89 is a semiautomatic version of the MP5K and was imported into the US as a &amp;quot;pistol&amp;quot; for a short while in 1989 but was banned from importation by 1990.&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;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;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Stone Cold]]'' || [[Brian Bosworth]] || John Stone || rowspan=&amp;quot;2&amp;quot; | Both converted to fully automatic and one is seen with a MP5K foregrip and a stock || rowspan=&amp;quot;2&amp;quot; | 1991&lt;br /&gt;
|-&lt;br /&gt;
| ||Unknown Biker&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Stone Cold (1991)|Stone Cold]]'' ||[[Lance Henriksen]] || Chains Cooper ||  || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Do or Die]]'' || [[Ava Cadell]] || Ava || Converted to full auto || 1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Passenger 57]]''||[[Marc Macaulay]]||Vincent||||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Kuffs]]''||[[Leon Rippy]]||Kane||||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sneakers]]'' ||  || NSA Agents || || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hard Hunted]]'' ||  || thug || converted to full auto || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hard Hunted]]'' || [[Richard Cansino]] || Coyote || converted to full auto || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hard Hunted]]'' || [[Chu Chu Malave]] || Wiley || converted to full auto || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hard Hunted]]'' || [[Roberta Vasquez]] || Nicole Justin || converted to full auto || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rapid Fire (1992)|Rapid Fire]]'' || [[Tony Longo]] || Brunner || converted to full auto || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rapid Fire (1992)|Rapid Fire]]'' ||  || Henchmen || with or without MP5K foregrips || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Beyond the Law]]'' || [[Dennis Burkley]] || Oatmeal || Fitted with MP5K foregrip and converted to automatic. || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Martial Outlaw]]'' || || A robber || With MP5K foregrip || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Speed]]'' || [[Dennis Hopper]] || Howard Payne || Nickel finish, fitted with MP5K foregrip and converted to automatic. || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bad Blood]]'' || || Chang's henchman || with MP5K foregrip || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cyber Tracker]]'' || [[Steve Burton]] || Jared || With sighting device || 1994&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3|''[[Zero Tolerance (1994)|Zero Tolerance]]'' || [[Robert Patrick]] || Jeff Douglas || rowspan=3| || rowspan=3|1994&lt;br /&gt;
|-&lt;br /&gt;
| [[Kristen Meadows]] || Megan&lt;br /&gt;
|-&lt;br /&gt;
| || Mobsters&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3|''[[Direct Hit]]'' || [[William Forsythe]] || Hatch || || rowspan=3|1994&lt;br /&gt;
|-&lt;br /&gt;
| [[Mel Novak]] || Kovar || With laser sight&lt;br /&gt;
|-&lt;br /&gt;
| || CIA operatives || Standard and with laser sight&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Midnight Man]]'' || || Russian mobsters || Converted to full auto || 1995&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Barb Wire]]'' || [[Pamela Anderson]] || Barbara &amp;quot;Barb Wire&amp;quot; Kopetski || Fitted with MP5K foregrip and converted to automatic. || rowspan=&amp;quot;2&amp;quot; | 1996&lt;br /&gt;
|-&lt;br /&gt;
| || Thug ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Rock]]'' || || Navy SEAL || || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bounty Hunters]]'' || || Various mobsters || Both original and fitted with MP5K foregrip || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black Sheep]]'' || || Sgt. Drake Sabitch || Fitted with MP5K foregrip and converted to automatic. || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blade]]'' || || Vampire || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' ||  || Henchmen ||  || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Return to Savage Beach]]'' || [[Paul Logan]] || Doc Austin || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Return to Savage Beach]]'' || || Gun smuggler || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Crew (2000)|The Crew]]'' || [[José Zúñiga]] || Escobar || with MP5K foregrip || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Crew (2000)|The Crew]]'' || [[Joseph Rigano]] || Frankie the Rash || with MP5K foregrip || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Crew (2000)|The Crew]]'' ||  || Henchmen || with MP5K foregrip || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lone Hero]]'' || || A biker || With MP5K foregrip and converted to full auto || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[No Country for Old Men]]'' || [[Josh Brolin]] || Llewelyn Moss || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Furious 7]]'' || [[Paul Walker]] || Brian O'Conner || With MP5K foregrip and PDW stock, and converted to full auto || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Furious 7]]'' || [[Jason Statham]] || Deckard Shaw || With MP5K foregrip and PDW stock; extended cut only || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Contract to Kill]]'' || [[Jemma Dallender]] || Zara Hayek || with MP5K foregrip, Navy Trigger Group, &amp;amp; ACOG Scope || 2016&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 / Episode'''&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;100&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cobra (TV Series)|Cobra]]''|| ||Various Villians|| ||1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stand, The (1994 miniseries)|The Stand]]''||[[Sam Raimi]]||Bobby Terry|| ||1994&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Kill Point]]''||[[John Leguizamo]]||Jake &amp;quot;Mr. Wolf&amp;quot; Mendez|| ||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Top Shot - Season 3]]''|| ||Multiple Contestants || ||2011&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;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''As'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Kane &amp;amp; Lynch 2: Dog Days]]''||DK ST80 || Full auto conversion || Incorrectly shown as being suppressed ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lara Croft and the Temple of Osiris]]''|| Submachine Gun || Full-auto conversion (albeit very slow) || Fired with both hands || 2014&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;
=Heckler &amp;amp; Koch MP5/10 and MP5/40=&lt;br /&gt;
[[Image:MP540.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;|'''Charater'''&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;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mnemosyne|RIN ~Daughters of Mnemosyne~]]'' || Yamanobe || MP5/40 || 2008&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;|'''Game 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;
| ''[[Rainbow Six: Rogue Spear]]'' || HK MP5/10A2 || w/ optional suppressor || MP5/10 || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six 3: Raven Shield]] || || || MP5/10 || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Global Operations]]'' || || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Joint Operations: Typhoon Rising]]'' || &amp;quot;MP5-10&amp;quot; and &amp;quot;MP5 Suppressed&amp;quot; || w/ optional suppressor || modeled with 30rd curved magazines || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Max Payne 3]]'' || MPK || w/ various attachments || 30-round magazine holds 20 bullets, gold version holds 30 || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Splinter Cell: Blacklist]]'' || MP5-10 || w/ various attachments || MP5/10 || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || MP5/10A4, MP5/10A5, MP5/40A4, MP5/40A5 || || || 2016&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;
=Heckler &amp;amp; Koch SMG=&lt;br /&gt;
[[File:HK SMG II.jpg|thumb|right|350px|Heckler &amp;amp; Koch SMG II without integral suppressor - 9x19mm]]&lt;br /&gt;
The Heckler &amp;amp; Koch SMG program was an attempt at improving the MP5, but like the [[Heckler &amp;amp; Koch G11]] it was canceled. Both the SMG I &amp;amp; II had integral suppressors.&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;|'''Game 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;
| ''[[Tactical Ops: Assault on Terror]]'' || AP II || || || 2002 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project IGI 2: Covert Strike]]'' || SMG 2 || || SMG II version || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Saints Row: The Third]]'' || || || Appears on an in-game promotional poster for the show ''Nyte Blayde'', but not usable in-game || 2011&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;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;
| ''[[Mobile Suit Gundam 00]]'' || Katharon guard || || 2003&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Weapons MP-10 and SP-10=&lt;br /&gt;
[[Image:Mp10catch1.JPG|thumb|right|400px|Special Weapons MP-10 with stock removed - 9x19mm]]&lt;br /&gt;
[[Image:SP10-1-.jpg|thumb|right|400px|Special Weapons SP-10 with Truglo red dot sight - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
Special Weapons LLC was an American gun manufacturer that made a 'domestic' MP5 style pistol and carbine in the US.  They were originally located in Tempe, AZ and later moved to Mesa, AZ.  The manufacturer only made these weapons between 1999 and 2002.  After the closing of Special Weapons, LLC, another company, Special Weapons, Inc., was created with the sole purpose of handling the warranty repairs on previous Special Weapons LLC firearms.  &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;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;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[I Am Legend]]'' ||[[Darrell Foster]]|| U.S. Army Ranger ||  With M68 Aimpoint red dot scope || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[12 Rounds]]'' || || Henchman || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Salt]]'' || || C.I.A. Agent || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[13]]'' || || Guards || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dead Man Down (2013)|Dead Man Down]] || || || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[John Wick]] || || || Coharie Arms MP-10 || 2014&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;200&amp;quot;|'''Game 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;
|''[[Grand Theft Auto IV]]''||&amp;quot;SMG&amp;quot;||||||2008&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;
=PTR 9 series=&lt;br /&gt;
[[File:PTR 9CT SBT5A.jpg|thumb|right|400px|PTR 9CT pistol with SBT5A stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:PTR 9KT.jpg|thumb|right|350px|PTR 9KT - 9x19mm]]&lt;br /&gt;
The PTR 9 series are American variants of the MP5 made by PTR Industries.&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;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;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[John Wick: Chapter 3 - Parabellum]]'' || || Henchmen || 9CT; with and without suppressors || 2019&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;250&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;
| ''[[Blacklist, The - Season 7|The Blacklist - Season 7]]'' || [[James Spader]] || Raymond &amp;quot;Red&amp;quot; Reddington || &amp;quot;Kuwait&amp;quot; (S7E04); 9CT || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blacklist, The - Season 8|The Blacklist - Season 8]]'' || || Various characters || &amp;quot;Dr. Laken Perillos&amp;quot; (No. 70) (S8E10); 9CT || 2021&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;
=German Sport Guns GSG-5=&lt;br /&gt;
[[Image:GSG-05.jpg|thumb|right|500px|German Sport Guns GSG-5 with fake suppressor - .22 LR.  This model as the 10 round magazine for states that restrict high capacity magazines.  The factory magazines in fact, holds 24 rounds of .22 long rifle.]]&lt;br /&gt;
&lt;br /&gt;
The '''German Sport Guns GSG-5''' is a .22 LR clone of the MP5.  German Sport Guns began importing the GSG-5 into the U.S. in 2007.  What makes it unique is that many parts are interchangeable with Airsoft MP5 parts, so many gun enthusiasts are putting on telescoping stocks, fake suppressors, tactical flash lights fore ends and rails on these .22 Carbines and pistols.&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;|'''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;300&amp;quot;|'''Note /Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Fear the Walking Dead - Season 2]]''|| || || ||2016 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Airsoft Replicas=&lt;br /&gt;
== Heckler &amp;amp; Koch MP5 SD6 Spring Airsoft Gun ==&lt;br /&gt;
[[Image:H&amp;amp;K - MP5 SD6.jpg|thumb|right|400px|Heckler &amp;amp; Koch MP5 SD6 Spring Airsoft Gun]]&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;250&amp;quot;|'''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;150&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Canary Connection, The (Kanárská spojka)]]'' || || ''URNA'' (Czech SWAT) || mocked up as MP5K  || 1994&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4|''[[Detonator II: Night Watch]]'' || [[Pierce Brosnan]] || Mike Graham ||rowspan=4| ||rowspan=4|1995&lt;br /&gt;
|-&lt;br /&gt;
| [[Alexandra Paul]] || Sabrina Carver&lt;br /&gt;
|-&lt;br /&gt;
| [[William Devane]] || Nick Caldwell&lt;br /&gt;
|-&lt;br /&gt;
| || UNACO operatives&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;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;275&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;75&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Branch (Expozitura)]]'' || || ''URNA'' (Czech SWAT) || mocked up as MP5K ||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Homicide Old Town (Kriminálka Staré Mesto)]]'' || || ''URNA'' (Czech SWAT) || mocked up as MP5K ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[V.I.P. Murders|V.I.P. Murders (V.I.P. vraždy)]]'' || || ''URNA'' (Czech SWAT)|| mocked up as MP5K/  &amp;quot;Skvělé vyhlídky&amp;quot; (S1E04) ||2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Specialists (Specialisté)]]'' || || ''URNA'' (Czech SWAT)|| mocked up as MP5K/ &amp;quot;Náklad smrti&amp;quot; (S1E42) ||2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daisy Softair Model 15 MP-5K==&lt;br /&gt;
[[Image:DayMP5K.jpg|thumb|right|400px|Daisy Softair Model 15 MP-5K - 6mm BB]]&lt;br /&gt;
[[Image:DaisyMP5K.jpg|thumb|right|400px|Daisy Softair Model 15 MP5K Replica Airsoft gun - 6mm BB; additional belt attached.]]&lt;br /&gt;
'''Daisy Softair Model 15 MP-5K''' (sometimes erroneously called &amp;quot;Model 14&amp;quot;) is one of the first airsoft shell-ejecting replica guns modeled after MP5K. Because of its realistic appearance and working shell-ejecting mechanism, this replica is often used as a substitute for the real MP5K. This replica can be identified by the screw holes and the longer receiver and forward grip.   &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;250&amp;quot;|'''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;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Shots! Part Deux]]'' || [[Valeria Golino]] || Ramada || mocked up as MP5K, including real foregrip || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Silence of the Lambs]]'' || || SWAT officers || || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Passenger 57]]'' || || SWAT officers || || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Maniac Cop 3: Badge of Silence]]'' || Gretchen Becker || Katie Sullivan  || stands in for MP5K in some of the scenes || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RoboCop 3]]'' || || Splatterpunk || || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Canadian Bacon]]'' |||| Omega Force || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Home Sweet Home (2012)|Home Sweet Home]]'' ||Raquel Cantu|| Kristy || || 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;
{{HK}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Submachine Gun]]&lt;br /&gt;
[[Category:Carbine]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Arisaka_Rifle&amp;diff=1413400</id>
		<title>Arisaka Rifle</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Arisaka_Rifle&amp;diff=1413400"/>
		<updated>2021-04-27T03:40:21Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Film */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arisaka Rifle''' was the official service bolt action rifle for the Imperial Japanese Armed Forces from 1897 to 1945. The First Model of the Arisaka Rifle was designed by Colonel Nariakira Arisaka in 1897. There are five major variants - the Type 30, 35, 38, 44, and the 99.  Of all these rifles, the Type 38 long rifle and Type 99 standard (or short) rifles were the most common, and were the rifle most likely to be encountered during the war in the Pacific. The Type 38 was chambered in 6.5x50mmSR, while the Type 99 was chambered in 7.7x58mm.&lt;br /&gt;
&lt;br /&gt;
The early models of the Type 99 long (discontinued after less than 40,000 were made) and standard rifles contained a folding wire monopod, flip up 1,500 meter calibrated ladder sights with fold-down sidebars for leading aircraft, with the hinge of the bar 100 knots, center notch 200 knots, and edge of the bar 300 knots (perhaps the most over-optimistic sight fitted to a smallarm since the 1,000-meter calibrated sights of the [[Mauser C96]]), chrome plated bores, and a dust cover. As the war went on the quality had dropped. These late war rifles were known as substitute standard rifles (commonly called &amp;quot;last ditch&amp;quot; rifles) and were very crudely manufactured with most missing the accessories of the earlier models. Later production substitute standard rifles also had a non-adjustable rear sight and wooden buttplate, and some even replaced the sling with a simple rope passed through a hole in the stock and tied around the barrel (commonly called &amp;quot;rope hole&amp;quot; rifles).&lt;br /&gt;
&lt;br /&gt;
There were various sub types, like the 6.5mm Type 97 sniper rifle based off of the Type 38 long rifle (essentially a completely normal Type 38 with a 2.5x sniper scope added), the 7.7mm Type 99 sniper rifle based off of the Type 99 standard or short rifle, or the 6.5mm Type 1 take down paratrooper model converted from Type 38 carbines, but these rifles were '''rare''' specialty rifles and only several hundred to several thousand were made of any of these versions.&lt;br /&gt;
&lt;br /&gt;
Related to the Arisaka is the Type I long rifle, a rifle made in Italy for the Japanese Navy that utilized the [[Carcano Rifle Series|Carcano]] action but a magazine, stock, and barrel based on the Type 38 long rifle.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
&lt;br /&gt;
*'''Type:''' Rifle&lt;br /&gt;
&lt;br /&gt;
*'''Caliber:''' 7.7x58mm (Type 99 standard/short and long rifles, Type 2 paratrooper rifle), 6.5x50mmSR (Type 30 carbines and long rifles, Type 35 long rifle, Type 38 carbine and long rifle, Type 44 Carbine, Type I long rifle, Type 1 paratrooper rifle)&lt;br /&gt;
&lt;br /&gt;
*'''Capacity:''' 5 rounds&lt;br /&gt;
&lt;br /&gt;
*'''Fire Modes:''' Single (Bolt Action)&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 30=&lt;br /&gt;
[[Image:Arisaka_t30.jpg|thumb|400px|right|Arisaka Type 30 rifle - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:Arisaka_t30carbine.jpg|thumb|400px|right|Arisaka Type 30 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1897–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 6.5x50mm Arisaka&amp;lt;br&amp;gt; .303 British&amp;lt;br&amp;gt;  6.5x54mm Mannlicher–Schönauer&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 3.95 kg (8 lb 11 oz) rifle, 3.2 kg (7 lb 1 oz) carbine&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 1,274 mm (50.2 in) rifle, 964 mm (38.0 in) carbine&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 790 mm (31 in) rifle, 480 mm (19 in) carbine&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal magazine&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 765 m/s (2,510 ft/s)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 30}}&lt;br /&gt;
&lt;br /&gt;
===Films===&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;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;220&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Blue Express]]'' || || Chinese Soldiers and workers || || 1929&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Battle of Port Arthur, The (203 kochi)|The Battle of Port Arthur (203 kochi)]]'' || [[Makoto Satô]] || Pvt. Uschiwaka||  || rowspan=&amp;quot;2&amp;quot;| 1980&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers || &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Golden Compass]]'' ||  || Samoyed tribesmen ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Courier of Special Importance (Kurersky osoboy vazhnosti)]]'' || || Imperial Japanese 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;400&amp;quot;|'''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;350&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[20th of December (20-e dekabrya)]]'' || || Revolutionary sailors || Seen in documentary footage || 1982&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;200&amp;quot;|'''Game 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;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tannenberg ]]'' || &amp;quot;Type 30 Arisaka&amp;quot; || || || 2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;280&amp;quot;|'''Title'''&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;
| ''[[801 T.T.S. Airbats]]'' || Imperial Japanese Army soldiers |||| 1994-1996&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Golden Kamuy - Season 1]]''  || Saichi Sugimoto || rowspan=&amp;quot;2&amp;quot;|w/o Type 30 bayonet || rowspan=&amp;quot;2&amp;quot;| 2018&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Japanese Army soldiers&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Golden Kamuy - Season 2]]''  || Saichi Sugimoto || rowspan=&amp;quot;2&amp;quot;|w/o Type 30 bayonet || rowspan=&amp;quot;2&amp;quot;| 2018&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Japanese Army soldiers&lt;br /&gt;
|-&lt;br /&gt;
|''[[Skull-face Bookseller Honda-san]]'' || Imperial Japanese Army soldier || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Golden Kamuy (OVA)]]''  || Saichi Sugimoto || rowspan=&amp;quot;3&amp;quot;|w/o Type 30 bayonet || rowspan=&amp;quot;3&amp;quot;| 2018 - 2020&lt;br /&gt;
|-&lt;br /&gt;
| Superior Private Hyakunosuke Ogata&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Japanese Army soldiers&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[Golden Kamuy - Season 3]]''  || Saichi Sugimoto || rowspan=&amp;quot;4&amp;quot;| || rowspan=&amp;quot;4&amp;quot;| 2020&lt;br /&gt;
|-&lt;br /&gt;
| Hajime Tsukishima&lt;br /&gt;
|-&lt;br /&gt;
| Hyakunosuke Ogata&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Japanese Army soldiers&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;
=Arisaka Type 38=&lt;br /&gt;
[[Image:Arisakat38.jpg|thumb|400px|right|Arisaka Type 38 rifle - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:Arisaka Type38.jpg|thumb|400px|right|Arisaka Type 38 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1905–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 6.5x50mm Arisaka&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 9 lb 4 oz (4.19 kg) rifle, {{convert|kg|3.3}} carbine&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 50.2 in (1,275 millimetres) rifle, {{convert|mm|966}} carbine&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 31 in (800 millimetres) rifle, {{convert|mm|487}} carbine&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round magazine&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 762 m/s (2,500 ft/s)&lt;br /&gt;
&lt;br /&gt;
* '''Effective firing range''' 366–457 m (400–500 yd)&lt;br /&gt;
&lt;br /&gt;
* '''Maximum firing range''' 2.37 km (1.47 mi)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title|Arisaka Type 38}}&lt;br /&gt;
&lt;br /&gt;
===Films===&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;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;220&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Storm Over Asia (Potomok Chingis-Khana)]] || || Red Partisan || ||1928&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[My Motherland (Moya Rodina)]]'' || [[Bari Haydarov]]|| Wang Li Chang  || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 1933&lt;br /&gt;
|-&lt;br /&gt;
| || Kuomintang Army soldiers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Chapaev]]'' || [[Stepan Shkurat]]|| Petrovich  || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 1934&lt;br /&gt;
|-&lt;br /&gt;
| || Red Army men and White Army soldier &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dzhulbars]]'' ||  || Peasant || || 1935&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[Frontier (Aerograd)]]'' || [[Boris Dobronravov]] || Aniky Shabanov  || rowspan=&amp;quot;4&amp;quot;| || rowspan=&amp;quot;4&amp;quot;| 1935&lt;br /&gt;
|-&lt;br /&gt;
| Leonid Kan || Japanese agent 1 &lt;br /&gt;
|-&lt;br /&gt;
| I. Kim || Japanese agent 2 &lt;br /&gt;
|-&lt;br /&gt;
|  || sectants &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Alamases's Gorge (Ushchelye Alamasov)]]'' || Li Den Ten || Wáng Jì Liáng  || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1937&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivan Koval-Samborsky]] || Vyacheslav Antonovich Viskovsky&lt;br /&gt;
|-&lt;br /&gt;
|  || Enemy soldiers, partisans &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[Gaichi]]'' || [[Yuliya Tsay]] || Nan|| rowspan=&amp;quot;4&amp;quot;| Carbine || rowspan=&amp;quot;4&amp;quot;| 1938&lt;br /&gt;
|-&lt;br /&gt;
| [[Erdni Mandzhiyev]]  || Gaichi &lt;br /&gt;
|-&lt;br /&gt;
| [[Viktor Tretyakov]] || Yanyga &lt;br /&gt;
|-&lt;br /&gt;
| Georgiy Subbotin || Sapov &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[The Defense of Volochayevsk|The Defense of Volochayevsk (Volochayevskiye dni)]]'' || [[Boris Blinov]] || Bublik   || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1938&lt;br /&gt;
|-&lt;br /&gt;
| [[Bari Haydarov]] || Japanese Soldier&lt;br /&gt;
|-&lt;br /&gt;
|  || Enemy soldiers, partisans &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[Soviet Border (Na granitse)]]'' || [[Stepan Krylov]] || White Cossack|| rowspan=&amp;quot;4&amp;quot;| || rowspan=&amp;quot;4&amp;quot;| 1938&lt;br /&gt;
|-&lt;br /&gt;
| [[Yelena Tyapkina]] || Stepanida Vlasova &lt;br /&gt;
|-&lt;br /&gt;
| [[Zoya Fyodorova]] || Varvara&lt;br /&gt;
|-&lt;br /&gt;
| || Japanese soldiers and White Cossack&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sea Outpost (Morskoy post), The|The Sea Outpost (Morskoy post)]] || || Japanese soldiers || || 1938&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Tanks (Tankisty)]]'' || || German soldiers || Subsitution for Mauser rifles || 1939&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Disappearance of &amp;quot;Oryol&amp;quot; (Gibel &amp;quot;Orla&amp;quot;)]]'' || || British soldiers ||  || 1940&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[The Mysterious Island (Tainstvennyy ostrov)]]'' || Aleksey Krasnopolsky || Cyrus Smith   || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1941&lt;br /&gt;
|-&lt;br /&gt;
| Andrey Andriyenko-Zemskov || Bonadventure Pencroff &lt;br /&gt;
|-&lt;br /&gt;
| [[Robert Ross]] || Neb&lt;br /&gt;
|-&lt;br /&gt;
| ''[[How the Steel Was Tempered (Kak zakalyalas stal) (1942)|How the Steel Was Tempered (Kak zakalyalas stal)]]'' || [[Viktor Bubnov]] || Artyom Korchagin || Carbine || 1942&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Daughters of China (Zhong Hua nu er)]]''|| [[Zheng Zhang]] || Hu Xiuzhi || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 1949&lt;br /&gt;
|-&lt;br /&gt;
| || Japanese soldiers, The Chinese Red Army &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Beachhead]]|| || Imperial Japanese Soldiers ||  || 1954&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Incident in the Taiga (Sluchay v tayge)]]'' || ||  || converted shotgun || 1954&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Cry]]'' || || Japanese soldiers || || 1955&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Yesterday's Enemy]]'' || || Japanese soldiers || || 1959&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cruelty (Zhestokost)]]'' || [[Georgiy Yumatov]] || Veniamin Malyshev || || 1959&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Red Detachment of Women, The (Hong se niang zi jun)|The Red Detachment of Women (Hong se niang zi jun)]]''|| [[Xijuan Zhu]] || Wu Qionghua || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1961&lt;br /&gt;
|-&lt;br /&gt;
| [[Niu Tie]] || A´Gui &lt;br /&gt;
|-&lt;br /&gt;
| || The local militia, The Chinese Red Army&lt;br /&gt;
|-&lt;br /&gt;
|''[[55 Days at Peking]]''|| || Japanese soldiers, Chinese &amp;quot;Boxers&amp;quot; || ||1963&lt;br /&gt;
|-&lt;br /&gt;
| ''[[None But the Brave]]'' || [[Homare Suguro]] || Lance Cpl. Hirano || || 1965&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Chief of Chukotka (Nachalnik Chukotki), The|The Chief of Chukotka (Nachalnik Chukotki)]]'' ||  || White Army soldier || Type 38 Carbine with bayonet || 1966&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Japan's Longest Day]]'' ||  || Japanese soldiers ||  || 1967&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tora! Tora! Tora!]]'' || || Imperial Japanese Navy sailors || || 1970&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Listen on the Other Side (Daisny tserguudee sonsotsgoo!)]]'' || || Japanese soldiers || Bayonet attached, standart and carbine versions || 1971&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Bamboo House of Dolls]]''|| ||Imperial Japanese Army soldiers|| ||1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[And on the Pacific... (I na Tikhom Okeane...)]]'' || || Imperial Japanese Army soldiers || || 1974&lt;br /&gt;
|-&lt;br /&gt;
| ''[[My Destiny (Moya sudba)]]'' || || || Seen in documentary footage || 1974&lt;br /&gt;
|-&lt;br /&gt;
| ''[[MacArthur]]'' || || Japanese soldiers || || 1977&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Death Force]]''|| Joonee Gamboa || Hichigawa ||  ||1978 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dawn of the Dead (1978)|Dawn of the Dead]]''|| || || Gun store in the mall ||1978 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[1941]]''|| ||Japanese Imperial Navy sailors ||  ||1979 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Across the Gobi and the Khingan (Govi Khyangand tulaldsan ni)]]''||  || Imperial Japanese Soldiers  || bayonet attached ||1981&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Empire of the Sun]]''||  || Imperial Japanese Soldiers  ||  ||1987&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Magnificent Warriors]]''|| [[Richard Ng]] || Luk || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1987&lt;br /&gt;
|-&lt;br /&gt;
| [[Michelle Yeoh]] || Fok Ming-Ming&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Last Emperor]]'' || || Japanese soldiers || || 1987&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Manchurian Variant (Manchzhurskiy variant)]]'' || || Imperial Japanese soldiers || || 1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Under Northern Lights aka Under Aurora (Pod severnym siyaniyem aka Orora no shita de)]]''|| || Japanese Soldiers  ||  ||1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dreams]]''|| [[Yoshitaka Zushi]] || Pvt. Noguchi  ||  ||1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Godzilla vs. King Ghidorah]]'' || || Imperial Japanese Soldiers || || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fist of Legend]]'' || || Imperial Japanese Soldiers || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black Sun: The Nanking Massacre]]'' || || Imperial Japanese soldiers || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thin Red Line, The (1998)|The Thin Red Line]]'' || || Imperial Japanese Soldiers ||  ||1998&lt;br /&gt;
|- &lt;br /&gt;
| ''[[To End All Wars]]''|| || Imperial Japanese Soldiers  || ||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pearl Harbor]]''|| || Imperial Japanese Soldiers  || ||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2009: Lost Memories]]'' || || Japanese Soldiers || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Great Raid]]''|| || Imperial Japanese Soldiers  || ||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warbirds]]|| || Imperial Japanese Soldiers  ||  ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kokoda (2006)|Kokoda]]''|| || Imperial Japanese Soldiers  || ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Border, The (2007)|The Border]]'' || [[Tommi Korpela]] || Heikki Kiljunen || With bayonet || 2007&lt;br /&gt;
|- &lt;br /&gt;
|''[[Philosophy of a Knife]]''||||||on the wall||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Children of Huang Shi, The|The Children of Huang Shi]]'' ||  || ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Australia (2008)|Australia]]'' ||  || Japanese soldiers ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ip Man]]|| || Imperial Japanese Soldiers  ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[When They Cry: Reshuffle]] ||  || Imperial Japanese Soldiers ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Samurai Avenger: The Blind Wolf]]'' || Maxx Maulion || Prison Officer || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[City of Life and Death]]''|| [[Nakaizumi Hideo]] || Kadokawa Masao || rowspan=&amp;quot;2&amp;quot;| With Model 30 bayonet  || rowspan=&amp;quot;2&amp;quot;| 2009&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers &lt;br /&gt;
|-&lt;br /&gt;
|''[[John Rabe]]''|| || Imperial Japanese Soldiers || ||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Back to 1942]]''||  ||  || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Let the Bullets Fly]]''|| [[Fan Liao]] || Three || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
| || Soldiers and henchmen&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|''[[Legend of the Fist: The Return of Chen Zhen]]''||  || resistance fighters || rowspan=&amp;quot;5&amp;quot;| some rubber props || rowspan=&amp;quot;5&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
|  || Japanese troops&lt;br /&gt;
|-&lt;br /&gt;
| || French troops&lt;br /&gt;
|-&lt;br /&gt;
| || German troops &lt;br /&gt;
|-&lt;br /&gt;
| || Shanghai police&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Death and Glory in Changde]]'' || [[Wenkang Yuan]] || Capt. Feng Baohua || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
| [[Mengwei Xie]] || Er Hu, ''Miao'' youth &lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese soldiers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shanghai]]''|| || Japanese Imperial soldiers || ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Flowers of War, The|The Flowers of War]]'' || || Imperial Japanese Soldiers  || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[My Way (2011)|My Way]]''|| [[Dong-gun Jang]] || Kim Jun-Shik || rowspan=&amp;quot;4&amp;quot;| w/ Model 30 bayonets || rowspan=&amp;quot;4&amp;quot;| 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Kim In-kwon]] || Tatsuo Hasegawa&lt;br /&gt;
|-&lt;br /&gt;
| [[Fan Bingbing]] || Shirai&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers&lt;br /&gt;
|-&lt;br /&gt;
| [[Oba: The Last Samurai]] || || Imperial Japanese Soldiers || w/ Model 30 bayonets || 2011&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Cold Steel (Bian di lang yan)]]'' || [[Peter Ho]] || Wu Liangfeng  || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Rongguang Yu]] || Colonel Zhang&lt;br /&gt;
|-&lt;br /&gt;
| || Japanese and Chinese troops &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Woman Knight of Mirror Lake, The (Jian hu nu xia Qiu Jin)|The Woman Knight of Mirror Lake (Jian hu nu xia Qiu Jin)]]'' || [[Xin Xin Xiong]] || Ao Feng  || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 2011&lt;br /&gt;
|-&lt;br /&gt;
| || Chinese rebels and Imperial soldiers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rurouni Kenshin Part I: Origins]]'' || || Imperial Japanese soldiers || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Emperor]]'' ||  || Japanese soldiers||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Railway Man]]'' || || Imperial Japanese soldiers || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wolverine, The (2013)|The Wolverine]]'' ||  || Japanese soldiers || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Taking of Tiger Mountain]]'' ||  || bandits || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Unbroken]]'' ||  || Japanese soldiers || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | ''[[The Tiger: An Old Hunter's Tale]]'' || Seok-won Jeong || Ryu || rowspan=4 | || rowspan=4 | 2015&lt;br /&gt;
|-&lt;br /&gt;
| Yoo-Bin Sung || Suk-yi&lt;br /&gt;
|-&lt;br /&gt;
| Sang-ho Kim || Chil-goo&lt;br /&gt;
|-&lt;br /&gt;
|  || Imperial Japanese Army soldiers, Korean hunters&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Attack On Titan]]''||  || Garrison soldier ||  ||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bravo V]]''||  || Communist terrorists ||  ||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hacksaw Ridge]]'' || || Imperial Japanese soldiers || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Haunted Forest]]'' || Jameson Blake || RJ |||| 2017&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;280&amp;quot;|'''Show Title / Episode'''&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;220&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Baa Baa Black Sheep]]   ||  || Imperial Japanese Soldiers ||  || 1976 - 1978&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[Cowra Breakout, The|The Cowra Breakout]]   || [[Junichi Ishida]] || Junji Hayashi || rowspan=2| || rowspan=2|1984&lt;br /&gt;
|-&lt;br /&gt;
| [[Alan David Lee]] || Stan Davidson&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[Wounded Stones (Ranenyye kamni)]]'' || [[Igor Slobodskoy]] || Akhmat || rowspan=2| || rowspan=2|1988&lt;br /&gt;
|-&lt;br /&gt;
| || Gendarmes, peasants&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kokoda (2010)|Kokoda]] || || Imperial Japanese Soldiers|| ||2010 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Pacific]]|| || Imperial Japanese Soldiers || ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Parer's War]]'' || || Japanese soldiers || Rifles and carbines || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 1]]''||||Japanese military and police||||2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 2]]''||||Japanese military and police||||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 3]]''||[[Joel de la Fuente]]||Chief Inspector Kido, Japanese military and police||Some with Type 30 bayonets||2018&lt;br /&gt;
|-&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Commandos 2: Men of Courage]]'' ||&amp;quot;Japanese Rifle&amp;quot;  ||incorrectly shown with box magazine || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forgotten Hope]]'' || || Type 38 Carbine || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Rising Sun]]''|| || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Pacific Assault]]''||||||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hidden &amp;amp; Dangerous 2]]'' |||||| 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]]'' |||||| 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[History Channel: Battle for the Pacific, The|The History Channel: Battle for the Pacific]]'' |||||| 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Karma Online]]'' ||||Type 38 Carbine|| 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra 2: Rising Storm]]'' || &amp;quot;Arisaka Type 38&amp;quot; || || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Glorious Missions]]''|| || Non-player weapon, used by Imperial Japanese Army Soldiers and Terrorists  || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlefield 1]]''|| &amp;quot;Arisaka Type 38&amp;quot;  || Introduced in &amp;quot;Turning Tides&amp;quot; DLC (2017) || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: WWII]]''|| &amp;quot;Type 38&amp;quot;  || Introduced in &amp;quot;Blitzkrieg&amp;quot; event (2018) || 2017&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tannenberg]]''|| &amp;quot;Type 38 Arisaka&amp;quot;  || Introduced in &amp;quot;Latvian Expansion&amp;quot; || 2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;310&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&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;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Silver Fang]]'' || Gohei Takeda |||| 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lupin III: Voyage to Danger]]'' || Inspector Zenigata || || 1993&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |''[[The Cockpit]]'' || Private Utsunomiya || rowspan=2| Ep. 3 &amp;quot;Knight of the Iron Dragon&amp;quot; || rowspan=2| 1993&lt;br /&gt;
|-&lt;br /&gt;
| Japanese soldiers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kochikame]]'' ||  |||| 1996 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sakura Wars OVA]]'' || Imperial Japanese Army soldiers |||| 1997 - 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sakura Taisen: École de Paris]]'' || Norimichi Sakomizu |||| 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zipang]]'' ||  |||| 2004 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Night Raid 1931]]'' ||  |||| 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shiki]]'' || Oitaro Sato |||| 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gosick]]'' || Japanese soldiers ||Ep. &amp;quot;Looking at Eternity over the Grim Reaper's Shoulder&amp;quot;|| 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Persona 3: The Movie]]'' ||  ||&amp;quot;Midsummer Knight's Dream&amp;quot;|| 2013 - 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giovanni's Island]]'' ||  || seen in Soviet jeeps || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Survival Game Club!]]'' ||  |||| 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aria the Scarlet Ammo AA]]'' ||  |||| 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Joker Game]]'' ||  |||| 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In this Corner of the World]]'' || Imperial Japanese Navy soldiers || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Girls' Last Tour]]'' || Yuuri, Chito || || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Golden Kamuy - Season 2]]'' || Hajime Tsukishima, Lt. Tsurumi || Ep. 16 || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sirius the Jaeger]]'' || Japanese soldiers || Ep. 04, 05, 07, 08, 09 || 2018&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;
=Arisaka Type 44=&lt;br /&gt;
[[Image:Type 44 Arisaka.jpg|thumb|400px|right|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1911–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Cavalry-Carbine&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 6.5x50mm Arisaka&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 3.3 kg (7 lb 4 oz)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 966 mm (3 ft 2 in)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 487 mm (1 ft 7.2 in)&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal magazine&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 761 m/s (2,500 ft/s)&lt;br /&gt;
&lt;br /&gt;
* '''Effective firing range''' 366 m (400 yd)&lt;br /&gt;
&lt;br /&gt;
* '''Maximum firing range''' 2.01 km (1.25 mi)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 44}}&lt;br /&gt;
&lt;br /&gt;
===Films===&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;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;220&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Taking of Tiger Mountain]]'' || Hanyu Zhang || Yang Zirong || || 2014&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Pacific Assault]]'' || &amp;quot;M44 Carbine Rifle&amp;quot; || ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: WWII]]'' || &amp;quot;Black Hornet&amp;quot; || Cosmetic variant of Arisaka Type 38 ||2017&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 99=&lt;br /&gt;
[[Image:Arisaka-Type-99.jpg|thumb|400px|right|Arisaka Type 99 standard rifle - 7.7x58mm.  Also sometimes referred to as the 'short rifle' when compared to the limited run 'long rifle'.]]&lt;br /&gt;
[[Image:99aris.jpg‎|thumb|400px|right|Arisaka Type 99 standard rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[Image:T99ss.jpg|thumb|right|400px|Arisaka Type-99 Substitute Standard - 7.7x58mm.  Also known as 'Last ditch rifle'.  Late war simplified model]]&lt;br /&gt;
[[Image:Type 99 long rifle.jpg|thumb|400px|right|Arisaka Type 99 long rifle - 7.7x58mm.  Manufactured only between 1939 - 1940 and was rarely see during the war.]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1939–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 7.7x58mm Arisaka&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 3.8 kg (8.4 lb)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 1,118 mm (44.0 in)&amp;lt;br&amp;gt; 1,258 mm (49.5 in)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 	657 mm (25.9 in)&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal box magazine, stripper clip loaded&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 730 m/s (2,400 ft/s)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 99}}&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;
!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;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gung Ho! (1943)|Gung Ho!]]|| || Chinese Troops  ||  ||1943&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dead Reckoning]]|| || War Trophy  ||  ||1947&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Naked City, The (1948)|The Naked City]]|| ||  || ||1948&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sands of Iwo Jima]]''||  || Imperial Japanese Soldiers || || 1949&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Road]] || [[Trevor Bardette]] || Vernon Doolin ||  || 1958&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hell to Eternity]] || || Japanese Army || || 1960&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Merrill's Marauders]] || || Japanese Army || || 1962&lt;br /&gt;
|-&lt;br /&gt;
| ''[[None But the Brave]]'' ||  || Imperial Japanese Soldiers  || short rifles and substitute standard rifle|| 1965&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Beach Red]]|| || Imperial Japanese Soldiers  ||  ||1967&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hell in the Pacific]]|| || Imperial Japanese Soldiers  || ||1968&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Too Late the Hero]]|| || Imperial Japanese Soldiers  ||  ||1970&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Joe]]'' || [[Peter Boyle]] || Joe Curran || Short rifle || 1970&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | ''[[The Bamboo House of Dolls]]'' || Birte Tove || Jennifer || rowspan=8 | || rowspan=8 | 1973&lt;br /&gt;
|-&lt;br /&gt;
| Lieh Lo || Tsui Kuo-Tung&lt;br /&gt;
|-&lt;br /&gt;
| Roska Rozen || Mary&lt;br /&gt;
|-&lt;br /&gt;
| Niki Wane || Elizabeth&lt;br /&gt;
|-&lt;br /&gt;
| Hsia-ying Lo || Huang Hsia&lt;br /&gt;
|-&lt;br /&gt;
| Sang-mi Ko || Hu Li-Chu&lt;br /&gt;
|-&lt;br /&gt;
| Hye-suk Lee || Hung Yu-Lan&lt;br /&gt;
|-&lt;br /&gt;
|  || Imperial Japanese Army soldiers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Game_of_Death_(1978)|Game of Death]]|| || Extras ||  || 1978&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Attack Force Z]]|| || Imperial Japanese Soldiers  ||  ||1982&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Merry Christmas Mr. Lawrence]]|| || Imperial Japanese Soldiers  ||  ||1983&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|''[[Magnificent Warriors]]|| Chindy Lau || Chin-Chin || rowspan=&amp;quot;5&amp;quot;| || rowspan=&amp;quot;5&amp;quot;| 1987&lt;br /&gt;
|-&lt;br /&gt;
| [[Tung-Shing Yee]] || Sky 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Richard Ng]] || Luk&lt;br /&gt;
|-&lt;br /&gt;
| Lee Man-Tai || Brother Wang&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Farewell To The King]]''|| [[Gerry Lopez]] || Gwai || ||1989&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | ''[[The Shore of Salvation (Bereg spaseniya)]]'' || [[Dmitry Matveev]]|| Lt. Dyakonov || rowspan=6 | || rowspan=6 | 1990&lt;br /&gt;
|-&lt;br /&gt;
| [[Boris Nevzorov]] || Semyon Nikulin&lt;br /&gt;
|-&lt;br /&gt;
| [[Aleksandr Slastin]] || Ivan Myakota&lt;br /&gt;
|-&lt;br /&gt;
| Vitaliy Serov || Oles Dobrysh&lt;br /&gt;
|-&lt;br /&gt;
| Ri Yong-ho || Yu Chun&lt;br /&gt;
|-&lt;br /&gt;
|  || Mercenaries&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hiroshima: Out of the Ashes]]||  || Imperial Japanese Soldiers  || ||1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Leprechaun 4: In Space]]|| [[Tim Colceri]] || MSgt. Metal Head Hooker ||Bayonet Attached||1997&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Windtalkers]]|| [[Adam Beach]] || Pvt. Ben Yahzee || rowspan=&amp;quot;2&amp;quot;| Substitute Standard || rowspan=&amp;quot;2&amp;quot;| 2002&lt;br /&gt;
|-&lt;br /&gt;
|  || Imperial Japanese Soldiers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Flags of our Fathers]]|| || Imperial Japanese Soldiers  || Substitute Standard ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Letters from Iwo Jima]]|| || Imperial Japanese Soldiers  || Substitute Standard ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Assembly (Ji jie hao)]]|| ||   ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Philosophy of a Knife]]''||||||archive footage||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mummy: Tomb of the Dragon Emperor, The|The Mummy: Tomb of the Dragon Emperor]]|| ||  ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Oba: The Last Samurai]] || || Imperial Japanese Soldiers || w/ Model 30 bayonets || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Unbroken]]'' ||  || Japanese soldiers || w/ monopod || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bravo V]]''||  || Communist terrorists ||  ||2015&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;280&amp;quot;|'''Show Title / Episode'''&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;220&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[The Twilight Zone - Season 3]]   ||  || Imperial Japanese Soldiers ||&amp;quot;A Quality of Mercy&amp;quot; (S3E15)  || 1961&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Baa Baa Black Sheep]]   ||  || Imperial Japanese Soldiers ||  || 1976-1978&lt;br /&gt;
|-&lt;br /&gt;
| ''[[NCIS - Season 2]]|| || Imperial Japanese Soldiers  || &amp;quot;Call of Silence&amp;quot; (S2E07)  ||2004&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;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forgotten Hope]]'' || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: World at War]]'' || &amp;quot;Arisaka&amp;quot; || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Men of War (Video Game)|Men of War]]'' ||  || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops]]'' || &amp;quot;Arisaka&amp;quot; || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7554]]'' || &amp;quot;Arisaka&amp;quot;|| long rifle configuration || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra 2: Rising Storm]]'' || &amp;quot;Arisaka Type 99&amp;quot; ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' ||Type 99 Arisaka ||bayonet, dust cover and monopod  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;310&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&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;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Inu x Boku SS]]'' || hanged on the wall || &amp;quot;Kagerō&amp;quot; (S1E11|| 2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animation===&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;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Characters'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|''' Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Archer - Season 6]]'' || 1st Lieutenant Kintaru &amp;quot;Ken&amp;quot; Sato ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 2=&lt;br /&gt;
[[Image:ArisakaType02ParaTakedown.jpg|thumb|400px|right|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
Of note is that several productions between the 1960's and 80's have used the Type 2, often in sporterized form, for the cinematic effect of assembling together a sniper rifle, perhaps most notably in ''[[Dirty Harry]]''. Today, original Type 2's command a high price in auctions as one of the rarest WW2 rifles, but back when these sporterizations were carried out, Arisakas in general had little collector value and market worth.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 2}}&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;
!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;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Manchurian Candidate]]'' || [[Laurence Harvey]] || Raymond Shaw  ||  ||1962 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Split, The|The Split]]'' || [[Donald Sutherland]] || Dave Negli || Sporterized ||1968 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dirty Harry]]''|| [[Andrew Robinson]] || The Scorpio Killer || Sporterized ||1971&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Spook Who Sat by the Door, The|The Spook Who Sat by the Door]]''||||Cobras train||||1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cleopatra Jones]]''||||Mommy’s henchmen||Sporterized||1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deadly Tower, The|The Deadly Tower]]''||[[Kurt Russell]]||Charles Whitman||Sporterized||1975&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cross Fire (2000)|Cross Fire]]'' ||  || SAT sniper || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Midway (2019)|Midway]]''|||| Japanese soldiers || || 2019&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;280&amp;quot;|'''Show Title / Episode'''&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;220&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Mission: Impossible - Season 1|Mission: Impossible]]'' || [[Charles Maxwell]] || Lazloff || rowspan=&amp;quot;2&amp;quot;|  &amp;quot;Operation Rogosh&amp;quot; (S01E03) || rowspan=&amp;quot;2&amp;quot;| 1966&lt;br /&gt;
|-&lt;br /&gt;
| [[Peter Lupus]] || Willy Armitage&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mission: Impossible - Season 2|Mission: Impossible]]'' || [[Greg Morris]] || Barney Collier || &amp;quot;The Phoenix&amp;quot; (S02E23) || 1968&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Hawaii Five-O]]'' Season 7 Episode 17|| [[John Kerry]] || Hitman (credited as Dix Kercheval)  ||Sporterized|| 1975&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[The A-Team - Season 1]]'' ||  ||  ||Sporterized|| 1984-1985&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Men of War (Video Game)|Men of War]]'' ||  || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 97 sniper rifle=&lt;br /&gt;
[[Image:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|right|400px|Arisaka Type 97 Sniper Rifle with scope - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1837–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 6.5x50mm Arisaka&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 3.95 kg (8 lb 11 oz)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 1,280 mm (50 in)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 797 mm (31.4 in)&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal magazine, stripper clip loaded&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 760 m/s (2,500 ft/s)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 97 sniper rifle}}&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;
!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;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Windtalkers]]'' || || Japanese sniper || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hacksaw Ridge]]'' || || Imperial Japanese sniper || || 2016&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Commandos 2: Men of Courage]]'' ||&amp;quot;Japanese Sniper Rifle&amp;quot; ||incorrectly shown with box magazine || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra 2: Rising Storm]]'' || &amp;quot;Arisaka Type 97&amp;quot; || || 2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 99 sniper rifle=&lt;br /&gt;
[[Image:Type 99 sniper rifle.jpg|thumb|right|400px|Arisaka Type 99 Sniper Rifle with scope - 7.7x58mm Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(19??–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal box magazine, stripper clip loaded&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 99 sniper rifle}}&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;280&amp;quot;|'''Show Title / Episode'''&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;220&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[The Twilight Zone - Season 4]]'' || [[Dana Andrews]] || Paul Driscoll ||  || 1963&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forgotten Hope]]'' || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Pacific Assault]]'' ||&amp;quot;Type 97 sniper rifle&amp;quot;||incorrectly called a Type 97 sniper rifle||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Men of War (Video Game)|Men of War]]'' ||  || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper Elite V2]]'' || &amp;quot;Type 99&amp;quot; || &amp;quot;The Landwehr Canal Pack&amp;quot; DLC ||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra 2: Rising Storm]]'' || &amp;quot;Arisaka Type 99 Sniper&amp;quot;  || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper Elite III]]'' || &amp;quot;Type 99&amp;quot; || &amp;quot;Axis Weapons&amp;quot; DLC Pack ||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield V]]'' || &amp;quot;Type 99&amp;quot; || added with &amp;quot;War in the Pacific&amp;quot; (2019)|| 2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Rifle]]&lt;br /&gt;
[[Category:Carbine]]&lt;br /&gt;
[[Category:Battle Rifle]]&lt;br /&gt;
[[Category:Sniper Rifle]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Arisaka_Rifle&amp;diff=1413399</id>
		<title>Arisaka Rifle</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Arisaka_Rifle&amp;diff=1413399"/>
		<updated>2021-04-27T03:39:21Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Arisaka Type 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Arisaka Rifle''' was the official service bolt action rifle for the Imperial Japanese Armed Forces from 1897 to 1945. The First Model of the Arisaka Rifle was designed by Colonel Nariakira Arisaka in 1897. There are five major variants - the Type 30, 35, 38, 44, and the 99.  Of all these rifles, the Type 38 long rifle and Type 99 standard (or short) rifles were the most common, and were the rifle most likely to be encountered during the war in the Pacific. The Type 38 was chambered in 6.5x50mmSR, while the Type 99 was chambered in 7.7x58mm.&lt;br /&gt;
&lt;br /&gt;
The early models of the Type 99 long (discontinued after less than 40,000 were made) and standard rifles contained a folding wire monopod, flip up 1,500 meter calibrated ladder sights with fold-down sidebars for leading aircraft, with the hinge of the bar 100 knots, center notch 200 knots, and edge of the bar 300 knots (perhaps the most over-optimistic sight fitted to a smallarm since the 1,000-meter calibrated sights of the [[Mauser C96]]), chrome plated bores, and a dust cover. As the war went on the quality had dropped. These late war rifles were known as substitute standard rifles (commonly called &amp;quot;last ditch&amp;quot; rifles) and were very crudely manufactured with most missing the accessories of the earlier models. Later production substitute standard rifles also had a non-adjustable rear sight and wooden buttplate, and some even replaced the sling with a simple rope passed through a hole in the stock and tied around the barrel (commonly called &amp;quot;rope hole&amp;quot; rifles).&lt;br /&gt;
&lt;br /&gt;
There were various sub types, like the 6.5mm Type 97 sniper rifle based off of the Type 38 long rifle (essentially a completely normal Type 38 with a 2.5x sniper scope added), the 7.7mm Type 99 sniper rifle based off of the Type 99 standard or short rifle, or the 6.5mm Type 1 take down paratrooper model converted from Type 38 carbines, but these rifles were '''rare''' specialty rifles and only several hundred to several thousand were made of any of these versions.&lt;br /&gt;
&lt;br /&gt;
Related to the Arisaka is the Type I long rifle, a rifle made in Italy for the Japanese Navy that utilized the [[Carcano Rifle Series|Carcano]] action but a magazine, stock, and barrel based on the Type 38 long rifle.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
&lt;br /&gt;
*'''Type:''' Rifle&lt;br /&gt;
&lt;br /&gt;
*'''Caliber:''' 7.7x58mm (Type 99 standard/short and long rifles, Type 2 paratrooper rifle), 6.5x50mmSR (Type 30 carbines and long rifles, Type 35 long rifle, Type 38 carbine and long rifle, Type 44 Carbine, Type I long rifle, Type 1 paratrooper rifle)&lt;br /&gt;
&lt;br /&gt;
*'''Capacity:''' 5 rounds&lt;br /&gt;
&lt;br /&gt;
*'''Fire Modes:''' Single (Bolt Action)&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 30=&lt;br /&gt;
[[Image:Arisaka_t30.jpg|thumb|400px|right|Arisaka Type 30 rifle - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:Arisaka_t30carbine.jpg|thumb|400px|right|Arisaka Type 30 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1897–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 6.5x50mm Arisaka&amp;lt;br&amp;gt; .303 British&amp;lt;br&amp;gt;  6.5x54mm Mannlicher–Schönauer&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 3.95 kg (8 lb 11 oz) rifle, 3.2 kg (7 lb 1 oz) carbine&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 1,274 mm (50.2 in) rifle, 964 mm (38.0 in) carbine&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 790 mm (31 in) rifle, 480 mm (19 in) carbine&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal magazine&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 765 m/s (2,510 ft/s)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 30}}&lt;br /&gt;
&lt;br /&gt;
===Films===&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;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;220&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Blue Express]]'' || || Chinese Soldiers and workers || || 1929&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Battle of Port Arthur, The (203 kochi)|The Battle of Port Arthur (203 kochi)]]'' || [[Makoto Satô]] || Pvt. Uschiwaka||  || rowspan=&amp;quot;2&amp;quot;| 1980&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers || &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Golden Compass]]'' ||  || Samoyed tribesmen ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Courier of Special Importance (Kurersky osoboy vazhnosti)]]'' || || Imperial Japanese 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;400&amp;quot;|'''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;350&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[20th of December (20-e dekabrya)]]'' || || Revolutionary sailors || Seen in documentary footage || 1982&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;200&amp;quot;|'''Game 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;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tannenberg ]]'' || &amp;quot;Type 30 Arisaka&amp;quot; || || || 2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;280&amp;quot;|'''Title'''&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;
| ''[[801 T.T.S. Airbats]]'' || Imperial Japanese Army soldiers |||| 1994-1996&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Golden Kamuy - Season 1]]''  || Saichi Sugimoto || rowspan=&amp;quot;2&amp;quot;|w/o Type 30 bayonet || rowspan=&amp;quot;2&amp;quot;| 2018&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Japanese Army soldiers&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Golden Kamuy - Season 2]]''  || Saichi Sugimoto || rowspan=&amp;quot;2&amp;quot;|w/o Type 30 bayonet || rowspan=&amp;quot;2&amp;quot;| 2018&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Japanese Army soldiers&lt;br /&gt;
|-&lt;br /&gt;
|''[[Skull-face Bookseller Honda-san]]'' || Imperial Japanese Army soldier || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Golden Kamuy (OVA)]]''  || Saichi Sugimoto || rowspan=&amp;quot;3&amp;quot;|w/o Type 30 bayonet || rowspan=&amp;quot;3&amp;quot;| 2018 - 2020&lt;br /&gt;
|-&lt;br /&gt;
| Superior Private Hyakunosuke Ogata&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Japanese Army soldiers&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[Golden Kamuy - Season 3]]''  || Saichi Sugimoto || rowspan=&amp;quot;4&amp;quot;| || rowspan=&amp;quot;4&amp;quot;| 2020&lt;br /&gt;
|-&lt;br /&gt;
| Hajime Tsukishima&lt;br /&gt;
|-&lt;br /&gt;
| Hyakunosuke Ogata&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Japanese Army soldiers&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;
=Arisaka Type 38=&lt;br /&gt;
[[Image:Arisakat38.jpg|thumb|400px|right|Arisaka Type 38 rifle - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:Arisaka Type38.jpg|thumb|400px|right|Arisaka Type 38 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1905–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 6.5x50mm Arisaka&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 9 lb 4 oz (4.19 kg) rifle, {{convert|kg|3.3}} carbine&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 50.2 in (1,275 millimetres) rifle, {{convert|mm|966}} carbine&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 31 in (800 millimetres) rifle, {{convert|mm|487}} carbine&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round magazine&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 762 m/s (2,500 ft/s)&lt;br /&gt;
&lt;br /&gt;
* '''Effective firing range''' 366–457 m (400–500 yd)&lt;br /&gt;
&lt;br /&gt;
* '''Maximum firing range''' 2.37 km (1.47 mi)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title|Arisaka Type 38}}&lt;br /&gt;
&lt;br /&gt;
===Films===&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;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;220&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Storm Over Asia (Potomok Chingis-Khana)]] || || Red Partisan || ||1928&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[My Motherland (Moya Rodina)]]'' || [[Bari Haydarov]]|| Wang Li Chang  || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 1933&lt;br /&gt;
|-&lt;br /&gt;
| || Kuomintang Army soldiers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Chapaev]]'' || [[Stepan Shkurat]]|| Petrovich  || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 1934&lt;br /&gt;
|-&lt;br /&gt;
| || Red Army men and White Army soldier &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dzhulbars]]'' ||  || Peasant || || 1935&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[Frontier (Aerograd)]]'' || [[Boris Dobronravov]] || Aniky Shabanov  || rowspan=&amp;quot;4&amp;quot;| || rowspan=&amp;quot;4&amp;quot;| 1935&lt;br /&gt;
|-&lt;br /&gt;
| Leonid Kan || Japanese agent 1 &lt;br /&gt;
|-&lt;br /&gt;
| I. Kim || Japanese agent 2 &lt;br /&gt;
|-&lt;br /&gt;
|  || sectants &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Alamases's Gorge (Ushchelye Alamasov)]]'' || Li Den Ten || Wáng Jì Liáng  || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1937&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivan Koval-Samborsky]] || Vyacheslav Antonovich Viskovsky&lt;br /&gt;
|-&lt;br /&gt;
|  || Enemy soldiers, partisans &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[Gaichi]]'' || [[Yuliya Tsay]] || Nan|| rowspan=&amp;quot;4&amp;quot;| Carbine || rowspan=&amp;quot;4&amp;quot;| 1938&lt;br /&gt;
|-&lt;br /&gt;
| [[Erdni Mandzhiyev]]  || Gaichi &lt;br /&gt;
|-&lt;br /&gt;
| [[Viktor Tretyakov]] || Yanyga &lt;br /&gt;
|-&lt;br /&gt;
| Georgiy Subbotin || Sapov &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[The Defense of Volochayevsk|The Defense of Volochayevsk (Volochayevskiye dni)]]'' || [[Boris Blinov]] || Bublik   || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1938&lt;br /&gt;
|-&lt;br /&gt;
| [[Bari Haydarov]] || Japanese Soldier&lt;br /&gt;
|-&lt;br /&gt;
|  || Enemy soldiers, partisans &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[Soviet Border (Na granitse)]]'' || [[Stepan Krylov]] || White Cossack|| rowspan=&amp;quot;4&amp;quot;| || rowspan=&amp;quot;4&amp;quot;| 1938&lt;br /&gt;
|-&lt;br /&gt;
| [[Yelena Tyapkina]] || Stepanida Vlasova &lt;br /&gt;
|-&lt;br /&gt;
| [[Zoya Fyodorova]] || Varvara&lt;br /&gt;
|-&lt;br /&gt;
| || Japanese soldiers and White Cossack&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sea Outpost (Morskoy post), The|The Sea Outpost (Morskoy post)]] || || Japanese soldiers || || 1938&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Tanks (Tankisty)]]'' || || German soldiers || Subsitution for Mauser rifles || 1939&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Disappearance of &amp;quot;Oryol&amp;quot; (Gibel &amp;quot;Orla&amp;quot;)]]'' || || British soldiers ||  || 1940&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[The Mysterious Island (Tainstvennyy ostrov)]]'' || Aleksey Krasnopolsky || Cyrus Smith   || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1941&lt;br /&gt;
|-&lt;br /&gt;
| Andrey Andriyenko-Zemskov || Bonadventure Pencroff &lt;br /&gt;
|-&lt;br /&gt;
| [[Robert Ross]] || Neb&lt;br /&gt;
|-&lt;br /&gt;
| ''[[How the Steel Was Tempered (Kak zakalyalas stal) (1942)|How the Steel Was Tempered (Kak zakalyalas stal)]]'' || [[Viktor Bubnov]] || Artyom Korchagin || Carbine || 1942&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Daughters of China (Zhong Hua nu er)]]''|| [[Zheng Zhang]] || Hu Xiuzhi || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 1949&lt;br /&gt;
|-&lt;br /&gt;
| || Japanese soldiers, The Chinese Red Army &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Beachhead]]|| || Imperial Japanese Soldiers ||  || 1954&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Incident in the Taiga (Sluchay v tayge)]]'' || ||  || converted shotgun || 1954&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Cry]]'' || || Japanese soldiers || || 1955&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Yesterday's Enemy]]'' || || Japanese soldiers || || 1959&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cruelty (Zhestokost)]]'' || [[Georgiy Yumatov]] || Veniamin Malyshev || || 1959&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Red Detachment of Women, The (Hong se niang zi jun)|The Red Detachment of Women (Hong se niang zi jun)]]''|| [[Xijuan Zhu]] || Wu Qionghua || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1961&lt;br /&gt;
|-&lt;br /&gt;
| [[Niu Tie]] || A´Gui &lt;br /&gt;
|-&lt;br /&gt;
| || The local militia, The Chinese Red Army&lt;br /&gt;
|-&lt;br /&gt;
|''[[55 Days at Peking]]''|| || Japanese soldiers, Chinese &amp;quot;Boxers&amp;quot; || ||1963&lt;br /&gt;
|-&lt;br /&gt;
| ''[[None But the Brave]]'' || [[Homare Suguro]] || Lance Cpl. Hirano || || 1965&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Chief of Chukotka (Nachalnik Chukotki), The|The Chief of Chukotka (Nachalnik Chukotki)]]'' ||  || White Army soldier || Type 38 Carbine with bayonet || 1966&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Japan's Longest Day]]'' ||  || Japanese soldiers ||  || 1967&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tora! Tora! Tora!]]'' || || Imperial Japanese Navy sailors || || 1970&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Listen on the Other Side (Daisny tserguudee sonsotsgoo!)]]'' || || Japanese soldiers || Bayonet attached, standart and carbine versions || 1971&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Bamboo House of Dolls]]''|| ||Imperial Japanese Army soldiers|| ||1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[And on the Pacific... (I na Tikhom Okeane...)]]'' || || Imperial Japanese Army soldiers || || 1974&lt;br /&gt;
|-&lt;br /&gt;
| ''[[My Destiny (Moya sudba)]]'' || || || Seen in documentary footage || 1974&lt;br /&gt;
|-&lt;br /&gt;
| ''[[MacArthur]]'' || || Japanese soldiers || || 1977&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Death Force]]''|| Joonee Gamboa || Hichigawa ||  ||1978 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dawn of the Dead (1978)|Dawn of the Dead]]''|| || || Gun store in the mall ||1978 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[1941]]''|| ||Japanese Imperial Navy sailors ||  ||1979 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Across the Gobi and the Khingan (Govi Khyangand tulaldsan ni)]]''||  || Imperial Japanese Soldiers  || bayonet attached ||1981&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Empire of the Sun]]''||  || Imperial Japanese Soldiers  ||  ||1987&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Magnificent Warriors]]''|| [[Richard Ng]] || Luk || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 1987&lt;br /&gt;
|-&lt;br /&gt;
| [[Michelle Yeoh]] || Fok Ming-Ming&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Last Emperor]]'' || || Japanese soldiers || || 1987&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Manchurian Variant (Manchzhurskiy variant)]]'' || || Imperial Japanese soldiers || || 1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Under Northern Lights aka Under Aurora (Pod severnym siyaniyem aka Orora no shita de)]]''|| || Japanese Soldiers  ||  ||1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dreams]]''|| [[Yoshitaka Zushi]] || Pvt. Noguchi  ||  ||1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Godzilla vs. King Ghidorah]]'' || || Imperial Japanese Soldiers || || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fist of Legend]]'' || || Imperial Japanese Soldiers || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Black Sun: The Nanking Massacre]]'' || || Imperial Japanese soldiers || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thin Red Line, The (1998)|The Thin Red Line]]'' || || Imperial Japanese Soldiers ||  ||1998&lt;br /&gt;
|- &lt;br /&gt;
| ''[[To End All Wars]]''|| || Imperial Japanese Soldiers  || ||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pearl Harbor]]''|| || Imperial Japanese Soldiers  || ||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2009: Lost Memories]]'' || || Japanese Soldiers || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Great Raid]]''|| || Imperial Japanese Soldiers  || ||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warbirds]]|| || Imperial Japanese Soldiers  ||  ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kokoda (2006)|Kokoda]]''|| || Imperial Japanese Soldiers  || ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Border, The (2007)|The Border]]'' || [[Tommi Korpela]] || Heikki Kiljunen || With bayonet || 2007&lt;br /&gt;
|- &lt;br /&gt;
|''[[Philosophy of a Knife]]''||||||on the wall||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Children of Huang Shi, The|The Children of Huang Shi]]'' ||  || ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Australia (2008)|Australia]]'' ||  || Japanese soldiers ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ip Man]]|| || Imperial Japanese Soldiers  ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[When They Cry: Reshuffle]] ||  || Imperial Japanese Soldiers ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Samurai Avenger: The Blind Wolf]]'' || Maxx Maulion || Prison Officer || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[City of Life and Death]]''|| [[Nakaizumi Hideo]] || Kadokawa Masao || rowspan=&amp;quot;2&amp;quot;| With Model 30 bayonet  || rowspan=&amp;quot;2&amp;quot;| 2009&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers &lt;br /&gt;
|-&lt;br /&gt;
|''[[John Rabe]]''|| || Imperial Japanese Soldiers || ||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Back to 1942]]''||  ||  || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Let the Bullets Fly]]''|| [[Fan Liao]] || Three || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
| || Soldiers and henchmen&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|''[[Legend of the Fist: The Return of Chen Zhen]]''||  || resistance fighters || rowspan=&amp;quot;5&amp;quot;| some rubber props || rowspan=&amp;quot;5&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
|  || Japanese troops&lt;br /&gt;
|-&lt;br /&gt;
| || French troops&lt;br /&gt;
|-&lt;br /&gt;
| || German troops &lt;br /&gt;
|-&lt;br /&gt;
| || Shanghai police&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Death and Glory in Changde]]'' || [[Wenkang Yuan]] || Capt. Feng Baohua || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
| [[Mengwei Xie]] || Er Hu, ''Miao'' youth &lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese soldiers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shanghai]]''|| || Japanese Imperial soldiers || ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Flowers of War, The|The Flowers of War]]'' || || Imperial Japanese Soldiers  || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|''[[My Way (2011)|My Way]]''|| [[Dong-gun Jang]] || Kim Jun-Shik || rowspan=&amp;quot;4&amp;quot;| w/ Model 30 bayonets || rowspan=&amp;quot;4&amp;quot;| 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Kim In-kwon]] || Tatsuo Hasegawa&lt;br /&gt;
|-&lt;br /&gt;
| [[Fan Bingbing]] || Shirai&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers&lt;br /&gt;
|-&lt;br /&gt;
| [[Oba: The Last Samurai]] || || Imperial Japanese Soldiers || w/ Model 30 bayonets || 2011&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Cold Steel (Bian di lang yan)]]'' || [[Peter Ho]] || Wu Liangfeng  || rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Rongguang Yu]] || Colonel Zhang&lt;br /&gt;
|-&lt;br /&gt;
| || Japanese and Chinese troops &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Woman Knight of Mirror Lake, The (Jian hu nu xia Qiu Jin)|The Woman Knight of Mirror Lake (Jian hu nu xia Qiu Jin)]]'' || [[Xin Xin Xiong]] || Ao Feng  || rowspan=&amp;quot;2&amp;quot;| || rowspan=&amp;quot;2&amp;quot;| 2011&lt;br /&gt;
|-&lt;br /&gt;
| || Chinese rebels and Imperial soldiers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rurouni Kenshin Part I: Origins]]'' || || Imperial Japanese soldiers || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Emperor]]'' ||  || Japanese soldiers||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Railway Man]]'' || || Imperial Japanese soldiers || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wolverine, The (2013)|The Wolverine]]'' ||  || Japanese soldiers || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Taking of Tiger Mountain]]'' ||  || bandits || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Unbroken]]'' ||  || Japanese soldiers || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | ''[[The Tiger: An Old Hunter's Tale]]'' || Seok-won Jeong || Ryu || rowspan=4 | || rowspan=4 | 2015&lt;br /&gt;
|-&lt;br /&gt;
| Yoo-Bin Sung || Suk-yi&lt;br /&gt;
|-&lt;br /&gt;
| Sang-ho Kim || Chil-goo&lt;br /&gt;
|-&lt;br /&gt;
|  || Imperial Japanese Army soldiers, Korean hunters&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Attack On Titan]]''||  || Garrison soldier ||  ||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bravo V]]''||  || Communist terrorists ||  ||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hacksaw Ridge]]'' || || Imperial Japanese soldiers || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Haunted Forest]]'' || Jameson Blake || RJ |||| 2017&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;280&amp;quot;|'''Show Title / Episode'''&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;220&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Baa Baa Black Sheep]]   ||  || Imperial Japanese Soldiers ||  || 1976 - 1978&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[Cowra Breakout, The|The Cowra Breakout]]   || [[Junichi Ishida]] || Junji Hayashi || rowspan=2| || rowspan=2|1984&lt;br /&gt;
|-&lt;br /&gt;
| [[Alan David Lee]] || Stan Davidson&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[Wounded Stones (Ranenyye kamni)]]'' || [[Igor Slobodskoy]] || Akhmat || rowspan=2| || rowspan=2|1988&lt;br /&gt;
|-&lt;br /&gt;
| || Gendarmes, peasants&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kokoda (2010)|Kokoda]] || || Imperial Japanese Soldiers|| ||2010 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Pacific]]|| || Imperial Japanese Soldiers || ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Parer's War]]'' || || Japanese soldiers || Rifles and carbines || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 1]]''||||Japanese military and police||||2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 2]]''||||Japanese military and police||||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 3]]''||[[Joel de la Fuente]]||Chief Inspector Kido, Japanese military and police||Some with Type 30 bayonets||2018&lt;br /&gt;
|-&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Commandos 2: Men of Courage]]'' ||&amp;quot;Japanese Rifle&amp;quot;  ||incorrectly shown with box magazine || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forgotten Hope]]'' || || Type 38 Carbine || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Rising Sun]]''|| || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Pacific Assault]]''||||||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hidden &amp;amp; Dangerous 2]]'' |||||| 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]]'' |||||| 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[History Channel: Battle for the Pacific, The|The History Channel: Battle for the Pacific]]'' |||||| 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Karma Online]]'' ||||Type 38 Carbine|| 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra 2: Rising Storm]]'' || &amp;quot;Arisaka Type 38&amp;quot; || || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Glorious Missions]]''|| || Non-player weapon, used by Imperial Japanese Army Soldiers and Terrorists  || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Battlefield 1]]''|| &amp;quot;Arisaka Type 38&amp;quot;  || Introduced in &amp;quot;Turning Tides&amp;quot; DLC (2017) || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: WWII]]''|| &amp;quot;Type 38&amp;quot;  || Introduced in &amp;quot;Blitzkrieg&amp;quot; event (2018) || 2017&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tannenberg]]''|| &amp;quot;Type 38 Arisaka&amp;quot;  || Introduced in &amp;quot;Latvian Expansion&amp;quot; || 2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;310&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&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;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Silver Fang]]'' || Gohei Takeda |||| 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lupin III: Voyage to Danger]]'' || Inspector Zenigata || || 1993&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |''[[The Cockpit]]'' || Private Utsunomiya || rowspan=2| Ep. 3 &amp;quot;Knight of the Iron Dragon&amp;quot; || rowspan=2| 1993&lt;br /&gt;
|-&lt;br /&gt;
| Japanese soldiers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kochikame]]'' ||  |||| 1996 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sakura Wars OVA]]'' || Imperial Japanese Army soldiers |||| 1997 - 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sakura Taisen: École de Paris]]'' || Norimichi Sakomizu |||| 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zipang]]'' ||  |||| 2004 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Night Raid 1931]]'' ||  |||| 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shiki]]'' || Oitaro Sato |||| 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gosick]]'' || Japanese soldiers ||Ep. &amp;quot;Looking at Eternity over the Grim Reaper's Shoulder&amp;quot;|| 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Persona 3: The Movie]]'' ||  ||&amp;quot;Midsummer Knight's Dream&amp;quot;|| 2013 - 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giovanni's Island]]'' ||  || seen in Soviet jeeps || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Survival Game Club!]]'' ||  |||| 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aria the Scarlet Ammo AA]]'' ||  |||| 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Joker Game]]'' ||  |||| 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In this Corner of the World]]'' || Imperial Japanese Navy soldiers || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Girls' Last Tour]]'' || Yuuri, Chito || || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Golden Kamuy - Season 2]]'' || Hajime Tsukishima, Lt. Tsurumi || Ep. 16 || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sirius the Jaeger]]'' || Japanese soldiers || Ep. 04, 05, 07, 08, 09 || 2018&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;
=Arisaka Type 44=&lt;br /&gt;
[[Image:Type 44 Arisaka.jpg|thumb|400px|right|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1911–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Cavalry-Carbine&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 6.5x50mm Arisaka&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 3.3 kg (7 lb 4 oz)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 966 mm (3 ft 2 in)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 487 mm (1 ft 7.2 in)&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal magazine&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 761 m/s (2,500 ft/s)&lt;br /&gt;
&lt;br /&gt;
* '''Effective firing range''' 366 m (400 yd)&lt;br /&gt;
&lt;br /&gt;
* '''Maximum firing range''' 2.01 km (1.25 mi)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 44}}&lt;br /&gt;
&lt;br /&gt;
===Films===&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;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;220&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Taking of Tiger Mountain]]'' || Hanyu Zhang || Yang Zirong || || 2014&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Pacific Assault]]'' || &amp;quot;M44 Carbine Rifle&amp;quot; || ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: WWII]]'' || &amp;quot;Black Hornet&amp;quot; || Cosmetic variant of Arisaka Type 38 ||2017&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 99=&lt;br /&gt;
[[Image:Arisaka-Type-99.jpg|thumb|400px|right|Arisaka Type 99 standard rifle - 7.7x58mm.  Also sometimes referred to as the 'short rifle' when compared to the limited run 'long rifle'.]]&lt;br /&gt;
[[Image:99aris.jpg‎|thumb|400px|right|Arisaka Type 99 standard rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[Image:T99ss.jpg|thumb|right|400px|Arisaka Type-99 Substitute Standard - 7.7x58mm.  Also known as 'Last ditch rifle'.  Late war simplified model]]&lt;br /&gt;
[[Image:Type 99 long rifle.jpg|thumb|400px|right|Arisaka Type 99 long rifle - 7.7x58mm.  Manufactured only between 1939 - 1940 and was rarely see during the war.]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1939–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 7.7x58mm Arisaka&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 3.8 kg (8.4 lb)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 1,118 mm (44.0 in)&amp;lt;br&amp;gt; 1,258 mm (49.5 in)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 	657 mm (25.9 in)&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal box magazine, stripper clip loaded&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 730 m/s (2,400 ft/s)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 99}}&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;
!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;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gung Ho! (1943)|Gung Ho!]]|| || Chinese Troops  ||  ||1943&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dead Reckoning]]|| || War Trophy  ||  ||1947&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Naked City, The (1948)|The Naked City]]|| ||  || ||1948&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sands of Iwo Jima]]''||  || Imperial Japanese Soldiers || || 1949&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Road]] || [[Trevor Bardette]] || Vernon Doolin ||  || 1958&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hell to Eternity]] || || Japanese Army || || 1960&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Merrill's Marauders]] || || Japanese Army || || 1962&lt;br /&gt;
|-&lt;br /&gt;
| ''[[None But the Brave]]'' ||  || Imperial Japanese Soldiers  || short rifles and substitute standard rifle|| 1965&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Beach Red]]|| || Imperial Japanese Soldiers  ||  ||1967&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hell in the Pacific]]|| || Imperial Japanese Soldiers  || ||1968&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Too Late the Hero]]|| || Imperial Japanese Soldiers  ||  ||1970&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Joe]]'' || [[Peter Boyle]] || Joe Curran || Short rifle || 1970&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 | ''[[The Bamboo House of Dolls]]'' || Birte Tove || Jennifer || rowspan=8 | || rowspan=8 | 1973&lt;br /&gt;
|-&lt;br /&gt;
| Lieh Lo || Tsui Kuo-Tung&lt;br /&gt;
|-&lt;br /&gt;
| Roska Rozen || Mary&lt;br /&gt;
|-&lt;br /&gt;
| Niki Wane || Elizabeth&lt;br /&gt;
|-&lt;br /&gt;
| Hsia-ying Lo || Huang Hsia&lt;br /&gt;
|-&lt;br /&gt;
| Sang-mi Ko || Hu Li-Chu&lt;br /&gt;
|-&lt;br /&gt;
| Hye-suk Lee || Hung Yu-Lan&lt;br /&gt;
|-&lt;br /&gt;
|  || Imperial Japanese Army soldiers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Game_of_Death_(1978)|Game of Death]]|| || Extras ||  || 1978&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Attack Force Z]]|| || Imperial Japanese Soldiers  ||  ||1982&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Merry Christmas Mr. Lawrence]]|| || Imperial Japanese Soldiers  ||  ||1983&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|''[[Magnificent Warriors]]|| Chindy Lau || Chin-Chin || rowspan=&amp;quot;5&amp;quot;| || rowspan=&amp;quot;5&amp;quot;| 1987&lt;br /&gt;
|-&lt;br /&gt;
| [[Tung-Shing Yee]] || Sky 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Richard Ng]] || Luk&lt;br /&gt;
|-&lt;br /&gt;
| Lee Man-Tai || Brother Wang&lt;br /&gt;
|-&lt;br /&gt;
| || Imperial Japanese Soldiers &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Farewell To The King]]''|| [[Gerry Lopez]] || Gwai || ||1989&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | ''[[The Shore of Salvation (Bereg spaseniya)]]'' || [[Dmitry Matveev]]|| Lt. Dyakonov || rowspan=6 | || rowspan=6 | 1990&lt;br /&gt;
|-&lt;br /&gt;
| [[Boris Nevzorov]] || Semyon Nikulin&lt;br /&gt;
|-&lt;br /&gt;
| [[Aleksandr Slastin]] || Ivan Myakota&lt;br /&gt;
|-&lt;br /&gt;
| Vitaliy Serov || Oles Dobrysh&lt;br /&gt;
|-&lt;br /&gt;
| Ri Yong-ho || Yu Chun&lt;br /&gt;
|-&lt;br /&gt;
|  || Mercenaries&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hiroshima: Out of the Ashes]]||  || Imperial Japanese Soldiers  || ||1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Leprechaun 4: In Space]]|| [[Tim Colceri]] || MSgt. Metal Head Hooker ||Bayonet Attached||1997&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Windtalkers]]|| [[Adam Beach]] || Pvt. Ben Yahzee || rowspan=&amp;quot;2&amp;quot;| Substitute Standard || rowspan=&amp;quot;2&amp;quot;| 2002&lt;br /&gt;
|-&lt;br /&gt;
|  || Imperial Japanese Soldiers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Flags of our Fathers]]|| || Imperial Japanese Soldiers  || Substitute Standard ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Letters from Iwo Jima]]|| || Imperial Japanese Soldiers  || Substitute Standard ||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Assembly (Ji jie hao)]]|| ||   ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Philosophy of a Knife]]''||||||archive footage||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mummy: Tomb of the Dragon Emperor, The|The Mummy: Tomb of the Dragon Emperor]]|| ||  ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Oba: The Last Samurai]] || || Imperial Japanese Soldiers || w/ Model 30 bayonets || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Unbroken]]'' ||  || Japanese soldiers || w/ monopod || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bravo V]]''||  || Communist terrorists ||  ||2015&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;280&amp;quot;|'''Show Title / Episode'''&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;220&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[The Twilight Zone - Season 3]]   ||  || Imperial Japanese Soldiers ||&amp;quot;A Quality of Mercy&amp;quot; (S3E15)  || 1961&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Baa Baa Black Sheep]]   ||  || Imperial Japanese Soldiers ||  || 1976-1978&lt;br /&gt;
|-&lt;br /&gt;
| ''[[NCIS - Season 2]]|| || Imperial Japanese Soldiers  || &amp;quot;Call of Silence&amp;quot; (S2E07)  ||2004&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;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forgotten Hope]]'' || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: World at War]]'' || &amp;quot;Arisaka&amp;quot; || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Men of War (Video Game)|Men of War]]'' ||  || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops]]'' || &amp;quot;Arisaka&amp;quot; || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7554]]'' || &amp;quot;Arisaka&amp;quot;|| long rifle configuration || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra 2: Rising Storm]]'' || &amp;quot;Arisaka Type 99&amp;quot; ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' ||Type 99 Arisaka ||bayonet, dust cover and monopod  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&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;310&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&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;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Inu x Boku SS]]'' || hanged on the wall || &amp;quot;Kagerō&amp;quot; (S1E11|| 2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animation===&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;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Characters'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;350&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|''' Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Archer - Season 6]]'' || 1st Lieutenant Kintaru &amp;quot;Ken&amp;quot; Sato ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 2=&lt;br /&gt;
[[Image:ArisakaType02ParaTakedown.jpg|thumb|400px|right|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
Of note is that several productions between the 1960's and 80's have used the Type 2, often in sporterized form, for the cinematic effect of assembling together a sniper rifle, perhaps most notably in ''[[Dirty Harry]]''. Today, original Type 2's command a high price in auctions as one of the rarest WW2 rifles, but back when these sporterizations were carried out, Arisakas in general had little collector value and market worth.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 2}}&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;
!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;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Manchurian Candidate]]'' || [[Laurence Harvey]] || Raymond Shaw  ||  ||1962 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Split, The|The Split]]'' || [[Donald Sutherland]] || Dave Negli ||  ||1968 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dirty Harry]]''|| [[Andrew Robinson]] || The Scorpio Killer || Sporterised ||1971&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Spook Who Sat by the Door, The|The Spook Who Sat by the Door]]''||||Cobras train||||1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cleopatra Jones]]''||||Mommy’s henchmen||Sporterized||1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deadly Tower, The|The Deadly Tower]]''||[[Kurt Russell]]||Charles Whitman||Sporterized||1975&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cross Fire (2000)|Cross Fire]]'' ||  || SAT sniper || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Midway (2019)|Midway]]''|||| Japanese soldiers || || 2019&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;280&amp;quot;|'''Show Title / Episode'''&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;220&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|''[[Mission: Impossible - Season 1|Mission: Impossible]]'' || [[Charles Maxwell]] || Lazloff || rowspan=&amp;quot;2&amp;quot;|  &amp;quot;Operation Rogosh&amp;quot; (S01E03) || rowspan=&amp;quot;2&amp;quot;| 1966&lt;br /&gt;
|-&lt;br /&gt;
| [[Peter Lupus]] || Willy Armitage&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mission: Impossible - Season 2|Mission: Impossible]]'' || [[Greg Morris]] || Barney Collier || &amp;quot;The Phoenix&amp;quot; (S02E23) || 1968&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Hawaii Five-O]]'' Season 7 Episode 17|| [[John Kerry]] || Hitman (credited as Dix Kercheval)  ||Sporterized|| 1975&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[The A-Team - Season 1]]'' ||  ||  ||Sporterized|| 1984-1985&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Men of War (Video Game)|Men of War]]'' ||  || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 97 sniper rifle=&lt;br /&gt;
[[Image:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|right|400px|Arisaka Type 97 Sniper Rifle with scope - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1837–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 6.5x50mm Arisaka&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 3.95 kg (8 lb 11 oz)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 1,280 mm (50 in)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 797 mm (31.4 in)&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal magazine, stripper clip loaded&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle velocity''' 760 m/s (2,500 ft/s)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 97 sniper rifle}}&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;
!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;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Windtalkers]]'' || || Japanese sniper || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hacksaw Ridge]]'' || || Imperial Japanese sniper || || 2016&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Commandos 2: Men of Courage]]'' ||&amp;quot;Japanese Sniper Rifle&amp;quot; ||incorrectly shown with box magazine || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra 2: Rising Storm]]'' || &amp;quot;Arisaka Type 97&amp;quot; || || 2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Arisaka Type 99 sniper rifle=&lt;br /&gt;
[[Image:Type 99 sniper rifle.jpg|thumb|right|400px|Arisaka Type 99 Sniper Rifle with scope - 7.7x58mm Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(19??–1945)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Bolt Action Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Feed System:''' 5-round internal box magazine, stripper clip loaded&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Arisaka Type 99 sniper rifle}}&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;280&amp;quot;|'''Show Title / Episode'''&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;220&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[The Twilight Zone - Season 4]]'' || [[Dana Andrews]] || Paul Driscoll ||  || 1963&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;280&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forgotten Hope]]'' || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Pacific Assault]]'' ||&amp;quot;Type 97 sniper rifle&amp;quot;||incorrectly called a Type 97 sniper rifle||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Men of War (Video Game)|Men of War]]'' ||  || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper Elite V2]]'' || &amp;quot;Type 99&amp;quot; || &amp;quot;The Landwehr Canal Pack&amp;quot; DLC ||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra 2: Rising Storm]]'' || &amp;quot;Arisaka Type 99 Sniper&amp;quot;  || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper Elite III]]'' || &amp;quot;Type 99&amp;quot; || &amp;quot;Axis Weapons&amp;quot; DLC Pack ||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield V]]'' || &amp;quot;Type 99&amp;quot; || added with &amp;quot;War in the Pacific&amp;quot; (2019)|| 2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Rifle]]&lt;br /&gt;
[[Category:Carbine]]&lt;br /&gt;
[[Category:Battle Rifle]]&lt;br /&gt;
[[Category:Sniper Rifle]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Degeneration&amp;diff=1413396</id>
		<title>Resident Evil: Degeneration</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Degeneration&amp;diff=1413396"/>
		<updated>2021-04-27T03:20:03Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* M4A1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Resident Evil Deg.jpg|thumb|right|300px|''Resident Evil: Degeneration'' (2008)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil: Degeneration''''' is a computer-generated film released by Capcom in 2008. ''Degeneration'' is canon to the main-line video game series, unlike the Paul W.S. Anderson live-action films (which haven't been well received by fans and critics).&lt;br /&gt;
&lt;br /&gt;
The story takes place in the fictional city of Harvardville, U.S.A. in the year 2005 (one year after the events of ''[[Resident Evil 4]]''), where it is revealed that in the seven years that have followed since the destruction of Raccoon City in 1998 (as depicted in ''[[Resident Evil 2]]'' and ''[[Resident Evil 3|3]]'') and the dissolution of Umbrella Corporation, a pharmaceutical company called WilPharma has taken the reigns of continuing the study/research of the T-Virus to prevent any future biohazardous outbreaks or future bio-terrorism attacks. However, when a T-Virus outbreak occurs without warning at the city's local airport, special agent Leon S. Kennedy is called in to deal with the outbreak, and to find out who or what is behind it. During which he is reunited with his old partner, Claire Redfield, and along with the help of several other allies, they both begin to discover that there is more behind the circumstances surrounding this T-Virus outbreak than there seems to be...&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;
=Handguns=&lt;br /&gt;
==Silver Ghost==&lt;br /&gt;
Leon's primary weapon throughout the movie is the same USP/Sigma-inspired fictional handgun he used in ''[[Resident Evil 4#&amp;quot;Silver Ghost&amp;quot;|Resident Evil 4]]'', nicknamed [http://projectumbrella.net/articles/ARMS-Jan-06-Vol-211 Silver Ghost], with the laser sight being swapped for a flashlight.&lt;br /&gt;
[[Image:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19mm]]&lt;br /&gt;
[[Image:13283.jpg|thumb|none|350px|Smith &amp;amp; Wesson Sigma - 9x19mm]]&lt;br /&gt;
[[Image:RE4ghost.jpg|thumb|none|600px|The Silver Ghost as seen in Resident Evil 4.]]&lt;br /&gt;
[[Image:REDE SilverGhost 11.jpg|thumb|none|600px|Leon pulls back the slide of his Silver Ghost while onboard a helicopter en-route to the zombie infested airport.]]&lt;br /&gt;
[[Image:REDE SilverGhost 9.jpg|thumb|none|600px|&amp;quot;''Shoot them in the head.''&amp;quot; Leon prepares to chamber a round in his Silver Ghost as he gives sound advice to S.R.T. (Special Response Team) members Angela and Greg.]]&lt;br /&gt;
[[Image:REDE SilverGhost 2.jpg|thumb|none|600px|Leon grips his Silver Ghost as he infiltrates the overrun airport with the S.R.T. members.]]&lt;br /&gt;
[[Image:REDE SilverGhost 8.jpg|thumb|none|600px|&amp;quot;''Get down!''&amp;quot; Leon shoots several zombies behind Claire. A reference to ''Resident Evil 2'', where he says the same thing.]]&lt;br /&gt;
[[Image:REDE SilverGhost 13.jpg|thumb|none|600px|Leon readies his handgun as hordes of zombies approach.]]&lt;br /&gt;
[[Image:REDE SilverGhost 4.jpg|thumb|none|600px|Leon aiming down the ironsights of his Silver Ghost.]]&lt;br /&gt;
[[Image:REDE SilverGhost 5.jpg|thumb|none|600px|Claire catches Leon's Silver Ghost when he tosses it to her, as he's too preoccupied grappling a zombie to help her directly.]]&lt;br /&gt;
[[Image:REDE SilverGhost 6.jpg|thumb|none|600px|Claire holds Rani by her side, as she kills zombies with the Silver Ghost.]]&lt;br /&gt;
[[Image:REDE SilverGhost 10.jpg|thumb|none|600px|Trapped underwater, Leon shoots a glass wall so he and Angela can escape.]]&lt;br /&gt;
[[Image:REDE SilverGhost 7.jpg|thumb|none|600px|Leon aims his Silver Ghost at the G-Virus infected Curtis Miller during the climax in WilPharma's underground facility.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
Leon keeps a [[Glock 26]] with a Pearce Grip +2 mag extension in an shoulder holster as a backup gun, which he lends to Claire during the latter half of the movie. This is also seen in the promotional posters as Claire's gun. &lt;br /&gt;
[[Image:Glock 26.jpg‎|thumb|none|350px|Glock 26 - 9x19mm]]&lt;br /&gt;
[[Image:REDE Glock26 1.jpg|thumb|none|600px|After kicking off a zombie trying to bite him Leon draws his backup Glock 26.]]&lt;br /&gt;
[[Image:REDE Glock26 2.jpg|thumb|none|600px|Claire wielding Leon's Glock 26 as she clears an elevator.]]&lt;br /&gt;
[[Image:REDE Glock26 3.jpg|thumb|none|600px|Claire keeps the Glock 26 at the ready as she attempts to reach the control center of WilPharma's underground facility.]]&lt;br /&gt;
[[Image:REDE Glock26 4.jpg|thumb|none|600px|Claire and Leon train their handguns at Frederic Downing.]]&lt;br /&gt;
&lt;br /&gt;
==Angela's Custom Glock==&lt;br /&gt;
Angela's sidearm is a [[Glock 17]] fitted with a [[Glock 26]] slide, Novak-style sights, and a barrel weight/compensator. This seems to be based on the &amp;quot;G26 AdVanced&amp;quot; frmm Tokyo Marui, an airsoft company that provides reference material on firearms for Capcom, as Angela's Glock has identical modifications to it (the only difference being the Glock 17's full length grip/frame).&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Gen 3) - 9x19mm]]&lt;br /&gt;
[[Image:G26-advance.jpg|350px|thumb|none|The Tokyo Marui &amp;quot;G26 AdVanced&amp;quot; airsoft gun]]&lt;br /&gt;
[[Image:REDE GlockCustom 1.jpg|thumb|none|600px|Angela loads up a fresh magazine into her customized Glock...]]&lt;br /&gt;
[[Image:REDE GlockCustom 2.jpg|thumb|none|600px|...then releases the slide to chamber a round...]]&lt;br /&gt;
[[Image:REDE GlockCustom 3.jpg|thumb|none|600px|...then finally holsters the gun.]]&lt;br /&gt;
[[Image:REDE GlockCustom 4.jpg|thumb|none|600px|Angela sneaks up behind Frederic Downing, and points her Glock at his back.]]&lt;br /&gt;
[[Image:REDE GlockCustom 5.jpg|thumb|none|600px|After disarming Frederic, Angela keeps her Glock pointed at him as he pleads for his life.]]&lt;br /&gt;
[[Image:REDE GlockCustom 6.jpg|thumb|none|600px|Greg draws his own sidearm (which looks like an exact copy of Angela's Glock) and shoots a zombie that is grabbing him.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Both the Harvardville Airport Police and Senator Davis' bodyguards carry 3rd Generation [[Glock 17]] pistols. At least one of the Rangers at Harvardville Airport has a Glock 17 holstered on his IBA. &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Gen 3) - 9x19mm]]&lt;br /&gt;
[[Image:REDE Glock 17 1.jpg|thumb|none|600px|Davis' bodyguard makes an unflattering face while trying to clear civilians out of the way so he can shoot the attacking zombie. Note both the accessory rail (indicating a Generation 3 model) and the bodyguard's good trigger discipline.]]&lt;br /&gt;
[[Image:REDE Glock 17 2.jpg|thumb|none|600px|Davis' bodyguard fires two rounds from his Glock 17 into a zombie's chest, which ends up doing nothing since the zombies of Resident Evil are based on the Living Dead, and can only be killed by destroying the brain.]]&lt;br /&gt;
[[Image:REDE Glock 17 3.jpg|thumb|none|600px|Davis' bodyguard checks the pulse of a security guard bitten by a zombie, unaware that the guard will very soon become a zombie too.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P5 Compact==&lt;br /&gt;
At the end of the film, Frederic Downing uses a nickel-plated [[Walther P5|Walther P5 Compact]] near the end of the film. He racks the slide after drawing it, indicating he carries the pistol without a round chambered - not the best idea for self-defense. Then again, considering that he's a corporate executive, he probably hasn't had very much formal training.&lt;br /&gt;
[[Image:WaltherP5C.jpg‎|thumb|none|350px|Walther P5 Compact - 9x19mm]]&lt;br /&gt;
[[Image:REDE WaltherP5 1.jpg|thumb|none|600px|Frederic Downing brandishes his Walther P5 Compact at Claire and Leon in the film's climax.]]&lt;br /&gt;
[[Image:REDE WaltherP5 2.jpg|thumb|none|600px|Downing keeping his P5 trained on Claire and Leon as he attempts to call their bluff.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
In a flashback of the Raccoon City Incident (see ''[[Resident Evil 2]]''), we see Leon with his [[Heckler &amp;amp; Koch VP70|VP70M]] machine pistol that he used when he was part of the Raccoon PD. &lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|350px|Heckler &amp;amp; Koch VP70M with stock - 9x19mm ]]&lt;br /&gt;
[[Image:REDE VP70.jpg|thumb|none|600px|Leon fires his stockless VP70M at several zombies during the flashback to the events in Raccoon City in 1998 (The year that Resident Evil 2 takes place).]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Angela's Custom MP5K PDW==&lt;br /&gt;
Angela's primary weapon is a custom [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5K-PDW|Heckler &amp;amp; Koch MP5K-PDW]]. It features an interesting vertical foregrip attachment that is latched onto the weapon with a thumbhole and an integral flashlight. The front and rear sights have been replaced with a single piece that forms a rail across the top of the weapon similar to that of the [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|H&amp;amp;K G36C's]] rail. The PDW's standard folding stock has been replaced with a retractable buttstock like those found on the full-sized MP5A3 and MP5A5.&lt;br /&gt;
[[Image:MP5K-PDW.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K-PDW - 9x19mm]]&lt;br /&gt;
[[File:Mp5 reverse stretch.jpg|thumb|350px|none|MP5K &amp;quot;Reverse Stretch&amp;quot; - 9x19mm. This is a custom weapon created by combining an MP5K front end with a full-size MP5 receiver. This results in an MP5K capable of accepting a standard MP5 stock, in this case an MP5F retractable stock.]]&lt;br /&gt;
[[Image:REDE MP5K 1.jpg|thumb|none|600px|Angela searches the overrun airport for survivors with her MP5K.]]&lt;br /&gt;
[[Image:REDE MP5K 2.jpg|thumb|none|600px|Angela prepares to fire her MP5K at an approaching zombie.]]&lt;br /&gt;
[[Image:REDE MP5K 5.jpg|thumb|none|600px|Angela fires her MP5K.]]&lt;br /&gt;
[[Image:REDE MP5K 3.jpg|thumb|none|600px|Angela's custom MP5K lays on the floor of the S.R.T. van.]]&lt;br /&gt;
[[Image:REDE MP5K 4.jpg|thumb|none|600px|Angela loads up her MP5K as she prepares to find her brother Curtis.]]&lt;br /&gt;
[[Image:REDE MP5K 6.jpg|thumb|none|600px|Angela and Leon run away from an imminent explosion. The scene provides a full view of her MP5K PDW slung across her shoulder.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
Greg is seen using a [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] with a railed handguard and an LMT fixed A2 rear sight. Military personnel sent to clean up the airport are also seen using M4A1s with the carry handles attached. In the English/International version of ''Degeneration'', the military men are misidentified as US Marines, but the official ''biohazard DEGENERATION Visual &amp;amp; Scenario Archive'' book has the Japanese-based script properly identifying them as US Army Rangers.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|350px|Colt M4A1 with 6 position collapsible stock and carrying handle removed - 5.56x45mm]]&lt;br /&gt;
[[Image:REDE M4A1Greg 1.jpg|thumb|none|600px|Greg readies his M4A1 as they prepare to infiltrate the overrun airport.]]&lt;br /&gt;
[[Image:REDE M4A1Greg 2.jpg|thumb|none|600px|Greg signals Angela to retreat while holding his M4A1.]]&lt;br /&gt;
[[Image:REDE M4A1Greg 3.jpg|thumb|none|600px|A smug Greg reloads his M4A1, just before a zombie bursts through the glass beside him.]]&lt;br /&gt;
[[Image:REDE M4A1Greg 4.jpg|thumb|none|600px|Greg covers Senator Ron Davis with his M4A1 as zombies approach.]]&lt;br /&gt;
[[Image:REDE M4A1Rangers 1.jpg|thumb|none|600px|Rangers take aim with their M4A1s as they prepare to clear out the overrun airport.]]&lt;br /&gt;
[[Image:REDE M4A1Rangers 2.jpg|thumb|none|600px|A Ranger captain orders his men to advance as they open fire on the G Virus-infected Curtis Miller.]]&lt;br /&gt;
&lt;br /&gt;
Two of the Rangers carry [[M16 rifle series#M4/M4A1 with M203 Grenade Launcher|M4A1 Carbines with optics, flip up BUIS, and M203 under-barrel attachments]] when they fight a G Virus infected Curtis Miller in WilPharma's underground facility. Leon later picks up one of these carbines.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sopmod m4 m203 06.jpg|thumb|none|350px|M4A1 carbine (5.56x45mm) with M68 Aimpoint red dot scope, flip-up rear sight, and M203 grenade launcher (40mm)]]&lt;br /&gt;
[[Image:REDE M203 1.jpg|thumb|none|600px|A Ranger takes aim with his M203 at the G-infected Curtis...]]&lt;br /&gt;
[[Image:REDE M203 5.jpg|thumb|none|600px|...he nearly squeezes off a shot from his M203...]]&lt;br /&gt;
[[Image:REDE M203 2.jpg|thumb|none|600px|...but ends in getting brutally sliced up by Curtis.]]&lt;br /&gt;
[[Image:REDE M203 3.jpg|thumb|none|600px|Leon grabs a M4A1 SOPMOD and utilizes the grenade launcher to bring down the ceiling on Curtis. Note the freshly ejected 40mm case. The grenade launching optic appears to be the Armson reflex sight used in the [[Milkor MGL|Milkor grenade launchers]].]]&lt;br /&gt;
[[Image:REDE M203 4.jpg|thumb|none|600px|Leon aims the M203 at steel beams above Curtis.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1100==&lt;br /&gt;
Claire is armed with a [[Remington Model 1100]] in the flashback of the Raccoon City Incident. In ''[[Resident Evil 2]]'' the shotgun was available only to Leon, and is not found during Claire's campaign. It was likely borrowed from Leon as she was in close proxy to him in the flashback.&lt;br /&gt;
[[Image:Remington1100Tactical.jpg|thumb|none|350px|Remington Model 1100 Tactical Shotgun - 12 gauge]]&lt;br /&gt;
[[Image:REDE RemingtonModel1100.jpg|thumb|none|600px|Claire fires the Remington Model 1100 at nearby zombies during the flashback to the events of ''Resident Evil 2'', during the zombie outbreak in Raccoon City in 1998.]]&lt;br /&gt;
&lt;br /&gt;
=Bonus=&lt;br /&gt;
&lt;br /&gt;
==Combat Knife==&lt;br /&gt;
Leon throws a knife at the giant shoulder eyeball of the G-infected Curtis. Based on the scalloped handle and crossguard shape, it is the same model of knife Leon used in ''Resident Evil 4''.&lt;br /&gt;
[[Image:REDE Knife.jpg|thumb|none|600px|The knife stuck in the monster's shoulder.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1411355</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1411355"/>
		<updated>2021-04-17T02:37:55Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Remington 870 MCS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4, Xbox One and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from one counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. With one exception, all weapons from any of the five base game CTU's &amp;quot;side&amp;quot; are available to them (e.g. a GSG-9 Defender recruit can use either the MP7 or the HK416C, despite each being otherwise exclusive to one of their two Defender operators). Recruit weapons cannot be customized.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing, the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model, note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to ''[[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]]'', the sights are in the raised position. These have been updated to include illuminated dots on the 3 and 9'o-clock positions and on the front post.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS members except Thatcher, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components, 8&amp;quot; barrel, and telescoping stock of the latter.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX, Gen 1 - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo, simply referred to in-game as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly to the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|The MP5SD in the weapon inspection screen. Note the original SEF trigger group, identifying this as an SD2. A KAC M4 RIS is also attached to the handguard with, of all things, steel hose clamps.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking at a high-tech display of some Tokyo towers with the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Aiming down the rather cropped-open sights.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, just like the other factions' MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Loading in a fresh magazine...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and witnessing the aftermath of a gentle HK slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Attempting to no avail to stock-bash a hologram.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, railed handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement, as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, railed fore-end, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel, which would technically make it a standard HK416.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px|HK417s seen inside a weapons locker on the Favela level.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game).&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai. It is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] has been available in the game since the Operation Dust Line expansion was released. It is a second primary choice for Blackbeard.&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock.]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer 16-inch aftermarket pencil barrel. Attaching this would technically make it a heavily modernized [[Colt Model 653]] instead of a proper Block II.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, who is Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail (similar to the Slovenian contract F2000s), and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|The SC3000K uses the same iron sights from the MP7.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing a spent magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6S F2000 Widegrip.jpg|thumb|none|600px|A suppressed SC3000K with the &amp;quot;Angled Grip,&amp;quot; which uses the classic style F2000 forearm.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to the mounted DP-28 (technically a special gadget) and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
The Spetsnaz operator Tachanka's primary weapon is a [[DP-28]], designated in-game as DP-27. At the release of the game, the DP was Tachanka's gadget, mounted onto tripod and able to be manned by anyone, even by enemies in unfortunate situations, and his primary weapons were the Vityaz and Saiga. In this tripod-mounted form it was called the &amp;quot;RP-46&amp;quot; in game, though this is the designation for the belt-fed, pistol-gripped version of the DP. Tachanka himself referred to it as the &amp;quot;DP-28.&amp;quot; Its magazines hold an erroneous 70 rounds. During its life as a mounted weapon, it incorrectly tracked the round in the chamber, but after being reworked into his primary weapon, it's correctly depicted as open-bolt, and the extra round was given to Tachanka's ammo reserve.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. In &amp;quot;Operation: Blood Orchid,&amp;quot; it was changed so that Tachanka kept the magazine loaded in the weapon when moving it instead of unloading and loading it every time, making it faster to move around.&lt;br /&gt;
&lt;br /&gt;
The 2020 October update made the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:R6S DP28 new promo.jpg|thumb|none|600px|The official art of the DP-28 after the update.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys in an official artwork.]]&lt;br /&gt;
[[File:R6s dp27 new.jpeg|thumb|none|600px|Render of Tachanka holding his new weapon in first person. The gun was given an unique, vintage-style reflex sight to match Tachanka's antique collector persona.]]&lt;br /&gt;
===Mounted version===&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-27 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it is the only portable LMG available to Defenders.&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, not even a groove in the Picatinny rail, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, and Kali's LV Lance not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. In-game it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
The October 2020 Tachanka rework adds a [[Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget, known as the &amp;quot;Shumikha&amp;quot; in-universe. For whatever reason, the Shumikha fires incendiary grenades instead of high-explosives, and its operation is utterly bizarre: the Mosin's receiver is treated as semi-automatic and the bolt blows back like a gas-operated weapon, despite the real deal (still) being bolt-action, and the magazine of the launcher component itself is not animated, with Tachanka simply cramming in more grenades through the static loading gate when reloading the weapon without indexing the drum at all. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
&lt;br /&gt;
As an unintentional bit of irony, the in-game write-up claims that replacing Tachanka's machinegun stand with the Shumikha will lighten his gear load, while one of the main reasons leading up to the Kulakov being rejected in the first place was how heavy and unwieldy it is to use as a standard-issue weapon. To put it into perspective, an unloaded Kulakov weighs significantly more than a fully-loaded DP-28 (15kg vs. 11.5kg), and was designed to be fired with its bipod deployed. &lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
[[file:R6S Kulakov promo.jpg|thumb|none|600px|The official art of the Kulakov Launcher.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys on an official artwork.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (in fact you'd actually have to throw it directly at someone to get any kind of decent damage). However, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague Pistol==&lt;br /&gt;
An unknown, fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Pepperbox Pistol==&lt;br /&gt;
A 3-barreled Pepperbox pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols and the Mariette Pepperbox.&lt;br /&gt;
[[File:Mariette 4-barrel Pepperbox.jpg|thumb|none|400px|Mariette Pepperbox, 4-barrel model - .36 caliber]]&lt;br /&gt;
[[Image:Allen&amp;amp;ThurberPepperbox.jpg|thumb|none|400px|Allen &amp;amp; Thurber Pepperbox revolver.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either a [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen on the  &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office, and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on a movie poster parodying ''[[Mad Max]]'', called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun in the coaxial mount of an M4 Sherman tank.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]]s.&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_World_at_War&amp;diff=1404070</id>
		<title>Call of Duty: World at War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_World_at_War&amp;diff=1404070"/>
		<updated>2021-03-08T20:00:33Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* M34A1 Mortar Shell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty World at War&lt;br /&gt;
|picture = Call of Duty World at War pc box.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series = [[Call of Duty]]&lt;br /&gt;
|date = 2008&lt;br /&gt;
|developer = Treyarch&lt;br /&gt;
|platforms = Microsoft Windows, PlayStation 3, Wii, Xbox 360&lt;br /&gt;
|publisher = Activision&lt;br /&gt;
|genre = [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: World at War''''' is the sixth main ''Call of Duty'' game and the second by Treyarch, starting their ''Black Ops'' story arc. Released in 2008, it is the last ''Call of Duty'' game set primarily in the Second World War until ''[[Call of Duty: WWII]]'' nine years later. The game features two campaigns, one in the Pacific theatre and the other in the Soviet Union; a British campaign was also planned, but cut due to lack of time (this also caused the much-hated level &amp;quot;Blowtorch and Corkscrew&amp;quot; to be farmed out to Pi Studios, who were responsible for the multiplayer maps of ''[[Wolfenstein]]'').&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911 variant==&lt;br /&gt;
A confusing and anachronistic [[M1911]] variant is the sidearm of the US Marines in the game and is given to playable character Pvt. Miller in the missions &amp;quot;Little Resistance&amp;quot; and &amp;quot;Hard Landing&amp;quot;. It holds eight rounds when a real M1911 from the period would only hold seven (plus one in the chamber); while standard-size eight-round magazines are available, they were not produced until the 1980s. The ammunition capacity in the game is likely a game balancing decision to make the pistol equal to the other sidearms in the game, which all hold 8 rounds. The M1911 also has a straight mainspring housing and a short trigger, indicating an anachronistic Series 80 frame. As such, the pistol has an A1 slide and trigger, a Series 80 frame and an eight-round magazine from the 1980s - a combination unlikely to be found in the hand of a WWII GI.&lt;br /&gt;
&lt;br /&gt;
A secret M1911 variant called the &amp;quot;Holy Pistol&amp;quot; can be used in the Nazi Zombies map &amp;quot;Nacht Der Unoten&amp;quot; on the PC, by using the &amp;quot;Give All&amp;quot; PC command. It is a visually-identical M1911 that fires high-explosive grenades, and as such is similar to the upgraded M1911s obtained by putting the standard pistol into the &amp;quot;Pack-a-Punch&amp;quot; machines found in the Zombies maps of later games (although these also had an altered appearance).&lt;br /&gt;
&lt;br /&gt;
[[file:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[file:CODWAW M1911 (1).jpg|thumb|none|600px|The M1911 in-game.]]&lt;br /&gt;
[[file:CODWAW M1911 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:CODWAW M1911 (3).jpg|thumb|none|600px|After a swamp ambush, Miller reloads his M1911 pistol.]]&lt;br /&gt;
[[file:CODWAW M1911 (4).jpg|thumb|none|600px|About to release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type 14==&lt;br /&gt;
The [[Nambu Type 14]] is the sidearm used by Imperial Japanese forces in the game. It is the very first firearm obtained in the game, given to the player by Sgt. Sullivan at the beginning of the mission &amp;quot;Semper Fi&amp;quot;. The pistol also makes an appearance at the end of the mission after Miller is wounded by a Japanese soldier with a katana, regardless of whether or not the player replaced it during the course of the level. Like most sidearms, the weapon is fairly uncommon and the best way to obtain one is by taking it from a wounded enemy who has entered &amp;quot;Last Stand&amp;quot; mode.&lt;br /&gt;
[[file:NambuType14Pistol.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[file:CODWAW Nambu (1).jpg|thumb|none|600px|Having just been saved from execution, Sergeant Sullivan congratulates Miller by handing him a notoriously underpowered pistol in the beginning of the game.]]&lt;br /&gt;
[[file:CODWAW Nambu (2).jpg|thumb|none|600px|Having successfully &amp;quot;torn the place apart,&amp;quot; Miller reloads his Nambu.]]&lt;br /&gt;
[[file:CODWAW Nambu (3).jpg|thumb|none|600px|A Type 14 in multiplayer, idle.]]&lt;br /&gt;
[[file:CODWAW Nambu (4).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:CODWAW Nambu (5).jpg|thumb|none|600px|Releasing the bolt. This is also the initial draw animation for the Nambu in the campaign. It is also incorrect; while the Nambu does lock open when empty, the bolt drops back into battery as soon as the empty magazine is removed.]]&lt;br /&gt;
[[file:CODWAW Nambutable.jpg|thumb|none|600px|An non-usable Nambu lies on a table on the &amp;quot;Banzai&amp;quot; multiplayer map (which resembles the bridge from the 1957 movie ''[[The Bridge on the River Kwai]]'').]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 27==&lt;br /&gt;
The most powerful handgun in the game is the [[Smith &amp;amp; Wesson Model 27 / 28|Smith &amp;amp; Wesson Model 27]] with the front sight and grip of the older [[Smith &amp;amp; Wesson Model 27 / 28|Smith &amp;amp; Wesson .357 Registered Magnum]], the predecessor of the Model 27. It is only available in multiplayer and can be given by the random weapons box in Nazi Zombies. It should be noted that the Model 27/Registered Magnum never actually saw active service; only US Army General George S. Patton was known to carry a S&amp;amp;W .357 Magnum during WW2. A more realistic choice of service revolver would have been a [[Smith &amp;amp; Wesson Model 10]] or an [[M1917 Revolver|M1917]].&lt;br /&gt;
[[Image:S&amp;amp;WM27-2.jpeg|thumb|none|350px|S&amp;amp;W Model 27-2 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:CODWAW Model27 (1).jpg|thumb|none|600px|The Smith &amp;amp; Wesson Model 27 in first person.]]&lt;br /&gt;
[[file:CODWAW Model27 (2).jpg|thumb|none|600px|Aiming the revolver at the sky.]]&lt;br /&gt;
[[file:CODWAW Model27 (3).jpg|thumb|none|600px|Shaking out the contents of the cylinder, without using the ejector rod as one is supposed to.]]&lt;br /&gt;
[[file:CODWAW Model27 (4).jpg|thumb|none|600px|Loading fresh rounds with a speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is the sidearm of the Red Army and is given to playable character Pvt. Petrenko in the missions &amp;quot;Their Land, Their Blood&amp;quot;, &amp;quot;Ring of Steel&amp;quot;, &amp;quot;Eviction&amp;quot; and &amp;quot;Downfall&amp;quot;. The weapon is fairly effective in the close quarter fighting of the Soviet campaign but due to a lack of ammunition, its use is limited. NPCs may also be seen using the weapon on rare occasions.&lt;br /&gt;
[[file:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[file:CODWAW TT33 (1).jpg|thumb|none|600px|Looking at an advertisement of PPSh-41-flavored vodka, TT in hand.]]&lt;br /&gt;
[[file:CODWAW TT33 (2).jpg|thumb|none|600px|Dmitri aims his Tokerav at a burning Wehrmacht soldier. Presumably, those bottles of PPSh vodka were more popular in being used to set people on fire rather than anything else.]]&lt;br /&gt;
[[file:CODWAW TT33 (3).jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:CODWAW TT33 (4).jpg|thumb|none|600px|About to release the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] is the standard sidearm of German forces in the game. One can be picked up in the mission &amp;quot;Vendetta&amp;quot; and can be used to unlock the achievement/trophy &amp;quot;Gun Slinger&amp;quot;. The weapon is also used against the player at the end of the mission &amp;quot;Downfall&amp;quot; as he is attempting to plant the Soviet flag on the roof of the Reichstag. Like the Nambu Type 14, the weapon is fairly uncommon and the best way to obtain is from enemies who have entered &amp;quot;Last Stand&amp;quot; mode.&lt;br /&gt;
[[file:P38Black.jpg|thumb|none|350px|Walther P38 with WW2 dated black grips - 9x19mm]]&lt;br /&gt;
[[file:CODWAW P38 (1).jpg|thumb|none|600px|In the campaign, Dmitri will cock the hammer of a P38 when first acquiring one. This does not happen in multiplayer.]]&lt;br /&gt;
[[file:CODWAW P38 (2).jpg|thumb|none|600px|Walther P38 in MP.]]&lt;br /&gt;
[[file:CODWAW P38 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:CODWAW P38 (4).jpg|thumb|none|600px|Reloading mid-magazine.]]&lt;br /&gt;
[[file:CODWAW P38 (5).jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is the primary submachine gun used by the Germans and is seen in every mission of the Soviet campaign. The &amp;quot;dual magazines&amp;quot; attachment is available in multiplayer, effectively giving it the MP40/I Dual Magazine System, though it incorrectly fires both magazines continuously and is treated like an extended magazine. A sound suppressor and &amp;quot;Aperture Sight&amp;quot; can also be added in MP.&lt;br /&gt;
[[file:MP40.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:CODWAW MP40 (1).jpg|thumb|none|600px|The MP40 in first person. While the reloading animation is reused from ''[[Call of Duty 2]]'', the idle animation has been changed to correctly grasping the magwell as opposed to the magazine.]]&lt;br /&gt;
[[file:CODWAW MP40 (2).jpg|thumb|none|600px|Dmitri ventilates a German soldier in Stalingrad with a pilfered MP40.]]&lt;br /&gt;
[[file:CODWAW MP40 (3).jpg|thumb|none|600px|Removing a spent mag.]]&lt;br /&gt;
[[file:CODWAW MP40 (4).jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[file:Mp40i2.jpg|thumb|none|450px|MP40/I Dual Magazine System - 9x19mm]]&lt;br /&gt;
[[file:CODWAW MP40 (5).jpg|thumb|none|600px|The MP40/I.]]&lt;br /&gt;
[[file:CODWAW MP40 (6).jpg|thumb|none|600px|Reloading, note the dual magazines appear to be jungle-taped together and the original magwell is retained under the trough-like extension.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is the primary weapon of Sgt. Reznov and first seen in the mission &amp;quot;Vendetta&amp;quot;, after he gives Petrenko a scoped Mosin-Nagant. It is also the standard Soviet submachine gun and can be found in abundance towards the end of the Soviet campaign. The version used in singleplayer and Nazi Zombies is loaded with the weapon's trademark 71-round drum magazine while the one available in multiplayer instead uses the smaller 35-round stick magazine by default; the drum magazine has to be unlocked as an attachment. &lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:CODWAW PPSh (1).jpg|thumb|none|600px|The PPSh-41 with the stick magazine.]]&lt;br /&gt;
[[file:CODWAW PPSh (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:CODWAW PPSh (3).jpg|thumb|none|600px|Throwing away a spent magazine.]]&lt;br /&gt;
[[file:CODWAW PPSh (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:CODWAW PPSh (5).jpg|thumb|none|600px|Rechambering the gun.]]&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:WaW PPSh 1.jpg|thumb|none|600px|A PPSh with the drum mag.]]&lt;br /&gt;
[[File:WaW PPSh 2.jpg|thumb|none|600px|Setting in another 71-round drum.]]&lt;br /&gt;
[[File:WaW PPSh 3.jpg|thumb|none|600px|Pulling the bolt back, although the weapon model only shows it in the closed position.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[Thompson Submachine Gun#M1A1 Thompson|Thompson M1A1]] fitted with a Cutts compensator is the primary submachine gun used by American forces and is Sgt. Roebuck's main weapon. In-game, the weapon is visibly modeled with a 30-round magazine, but it only holds 20 rounds. The Create-a-Class icon shows the Thompson without the Cutts compensator. It is slightly anachronistic to the mission &amp;quot;Semper Fi&amp;quot; taking place in August 1942; during that time, the earlier Thompson M1 was in use, while the M1A1 was adopted two months later.&lt;br /&gt;
[[file:Soldierwolf,20070107412.jpg|thumb|none|450px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[file:CODWAW M1A1 (1).jpg|thumb|none|600px|The Thompson M1A1 in first person.]]&lt;br /&gt;
[[file:CODWAW M1A1 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:CODWAW M1A1 (3).jpg|thumb|none|600px|Reloading the M1A1.]]&lt;br /&gt;
[[file:CODWAW M1A1 (4).jpg|thumb|none|600px|Pulling the charging handle. This isn't really necessary; the M1A1 has a bolt hold-open device that ensures that the bolt will stay back if the trigger is pulled with an empty magazine inserted.]]&lt;br /&gt;
[[File:WaW M1A1 1.jpg|thumb|none|600px|An M1A1 Thompson with a 50-round drum magazine, unlockable in multiplayer. This is physically impossible; while the earlier models could accept drum magazines, the M1 and M1A1 could not.]]&lt;br /&gt;
[[File:WaW M1A1 2.jpg|thumb|none|600px|Reloading. The Thompson and PPSh have slightly different animations for the drum magazine models (with the drum being tapped in place on full reloads).]]&lt;br /&gt;
[[File:WaW M1A1 3.jpg|thumb|none|600px|Cocking the SMG.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928A1==&lt;br /&gt;
A [[Thompson Submachine Gun#M1928/M1928A1 Thompson|Thompson M1928A1]] fitted with a straight foregrip and a 30-round stick magazine appears in the hands of the American soldier prominently featured on the box art for the game, although it does not appear in the game itself.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|450px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Call of Duty World at War pc box.jpg|thumb|none|450px|The soldier in the foreground holds the Thompson M1928A1.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] is the primary Japanese submachine gun. It seems to be the 1944 model, making its appearance in &amp;quot;Semper Fi&amp;quot;, set in 1942, anachronistic. They are also far too common, being depicted as a standard infantry weapon, in the hands of around a third of all Japanese soldiers. Notably, it is held improperly by the magazine by the player character, but properly in third person. Confusingly, enemies with the Type 100 sometimes banzai charge the player, despite the fact that the weapon is never fitted with a bayonet. In multiplayer, a suppressor, &amp;quot;Aperture Sight,&amp;quot; and extended magazine can be unlocked for the Type 100.&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|450px|Type 100 with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[file:CODWAW Type100 (1).jpg|thumb|none|600px|The Type 100 in-game.]]&lt;br /&gt;
[[file:CODWAW Type100 (2).jpg|thumb|none|600px|Aiming; note how the weapon is tilted counterclockwise due to the way it is held from the magazine.]]&lt;br /&gt;
[[file:CODWAW Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:CODWAW Type100 (4).jpg|thumb|none|600px|Charging the Type 100.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun==&lt;br /&gt;
A full-size [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] appears in the subway, lying around in the offices. Like the Winchester Model 1897, it is devastating at close range, capable of blowing off heads and limbs. When firing, the weapon incorrectly ejects a spent cartridge (and to top it off, it is a rifle round as opposed to a shotgun shell), which is impossible with real double-barreled shotguns as they have no ejection port and need to have their shells removed manually (although some are capable of automatically ejecting shells once the barrels have been broken open). When the weapon is reloaded, it acts as if none of the shells have been ejected and any empty cartridges (this time being proper shotgun shells) will still be inside the gun and are removed manually. The Create-a-Class description in multiplayer states that the weapon is American, although it is found in Eastern Front missions in the campaign.&lt;br /&gt;
[[Image:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge. Somewhat similar to the shotgun in-game.]]&lt;br /&gt;
[[file:CODWAW Double (1).jpg|thumb|none|600px|The full length double-barreled shotgun in-game.]]&lt;br /&gt;
[[file:CODWAW Double (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:CODWAW Double (3).jpg|thumb|none|600px|Loading in one shell into the left barrel.]]&lt;br /&gt;
[[file:CODWAW Double (4).jpg|thumb|none|600px|The &amp;quot;grip&amp;quot; attachment on the Double-barreled shotgun, which adds a thicker forend.]]&lt;br /&gt;
[[file:CODWAW Double (5).jpg|thumb|none|600px|For some reason, this causes the weapon to be pointed high when aiming. The erroneous spent rifle cartridge being ejected can be seen to the right.]]&lt;br /&gt;
[[file:CODWAW Double (6).jpg|thumb|none|600px|Reloading both shells.]]&lt;br /&gt;
[[file:CODWAW Double (7).jpg|thumb|none|600px|Closing the barrels.]]&lt;br /&gt;
&lt;br /&gt;
===Sawn-off double-barreled shotgun===&lt;br /&gt;
The &amp;quot;Sawed-Off&amp;quot; optional attachment for the double-barreled shotgun is self-explanatory. In campaign, this version appears in the asylum in &amp;quot;Ring of Steel,&amp;quot; found in the kitchen.&lt;br /&gt;
[[Image:FuryRoadSarasqueta.jpg|thumb|none|400px|Screen-used Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC. Somewhat similar to the sawed-off shotgun in-game.]]&lt;br /&gt;
[[file:CoDWaWsp double barrel sawed off holding.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[file:CoDWaWsp double barrel sawed off aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:CoDWaWsp double barrel sawed off reloading 1.jpg|thumb|none|600px|Partial reload, with the playable character only ejecting one shell.]]&lt;br /&gt;
[[file:CoDWaWsp double barrel sawed off reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
Referred to in-game as the &amp;quot;M1897 Trench Gun&amp;quot;, the [[Winchester Model 1897]] is Sgt. Sullivan's primary weapon and can be found in numerous American levels. Interestingly, it has different magazine sizes in both singleplayer (six rounds) and multiplayer (four rounds), neither of which is actually correct (the real weapon holds five rounds in the tube magazine, plus one in the chamber; considering how the weapon in-game is always pumped at the end of a reload, the 6-round capacity could not possibly be 5+1, as pumping the weapon would eject the chambered shell). A vertical foregrip (which appears to be a simple wooden handle haphazardly drilled into the original forend) and a M1917 bayonet can be unlocked for use with the Trench Gun in multiplayer.&lt;br /&gt;
[[file:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:CODWAW M1897 (1).jpg|thumb|none|600px|The Winchester M1897 in-game.]]&lt;br /&gt;
[[file:CODWAW M1897 (2).jpg|thumb|none|600px|Aiming the shotgun. Note that the weapon isn't pointed properly here; while the sights aren't misaligned (due to the weapon only having a front bead sight), the weapon would still be shooting high were it aimed like this.]]&lt;br /&gt;
[[file:CODWAW M1897 (3).jpg|thumb|none|600px|Pumping the M1897. Note both the lack of a shell entering the chamber, and the lack of a rim and blown-out crimp on the ejected one.]]&lt;br /&gt;
[[file:CODWAW M1897 (4).jpg|thumb|none|600px|Reloading the M1897 is the series' usual shell-by-shell reload, followed by a pointless racking of the pump at the end (pointless, that is, if the weapon isn't empty). Note the bayonet in this image.]]&lt;br /&gt;
[[file:CODWAW M1897 (5).jpg|thumb|none|600px|When equipped with the vertical grip, the ending pumping animation shows off the bolt rather nicely.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
The [[Arisaka Rifle#Arisaka Type 99|Arisaka Type 99]] is the main rifle for the Japanese. Banzai attackers attach Model 30 bayonets to their Arisakas, which are then called &amp;quot;Arisaka Bayonet.&amp;quot; A scoped version can also be found in the missions &amp;quot;Semper Fi&amp;quot;, &amp;quot;Burn 'em Out&amp;quot; and &amp;quot;Blowtorch and Corkscrew&amp;quot;. The weapon is modelled on the earlier Type 99 rifles as it has the monopod, flip up anti-aircraft rear sight, protected front sight, and a plum shaped bolt handle.&lt;br /&gt;
[[file:99aris.jpg|thumb|none|500px|Arisaka Type 99 short rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[file:CODWAW Arisaka (1).jpg|thumb|none|600px|The Arisaka Type 99 in the hands of an Imperial Japanese Soldier.]]&lt;br /&gt;
[[file:CODWAW Arisaka (2).jpg|thumb|none|600px|Iron sights.]] &lt;br /&gt;
[[file:CODWAW Arisaka (3).jpg|thumb|none|600px|Reloading the Arisaka with a stripper clip. All bolt-action rifles in-game reload with loose rounds if a scope is equipped, and with stripper clips (that always load a full five rounds, regardless of the number remaining in the magazine) otherwise.]]&lt;br /&gt;
[[file:CODWAW Arisaka (4).jpg|thumb|none|600px|Knocking out the stripper clip before sending the bolt home.]]&lt;br /&gt;
[[File:Type 99 sniper rifle.jpg|thumb|none|500px|Arisaka Type 99 Sniper Rifle with a 2.5x10 scope - 7.7x58mm Arisaka]]&lt;br /&gt;
[[file:CODWAW Arisaka (5).jpg|thumb|none|600px|The scoped Arisaka in game.]]&lt;br /&gt;
[[file:CODWAW Arisaka (6).jpg|thumb|none|600px|View down the scope in singleplayer; for some reason, all of the sniper rifles in multiplayer reuse the reticule from the PTRS-41 instead of their own unique scope reticules.]]&lt;br /&gt;
[[file:CODWAW Arisaka (7).jpg|thumb|none|600px|Reloading with loose rounds, although the offset scope would still allow for usage of a stripper clip. Note the front part of the scope which identifies it as the 4-Power NTC Kogaku Scope.]]&lt;br /&gt;
[[File:WaW Arisaka bayonet.jpg|thumb|none|600px|Affixing the Arisaka's bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42]] appears under the machine guns category, and is the only weapon in this class that can be equipped with a telescopic sight. It incorrectly has a 32-round magazine in singleplayer; this is corrected to 20 rounds in multiplayer.&lt;br /&gt;
[[file:FG421stPattern.jpg|thumb|none|500px|FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:CODWAW FG42 (1).jpg|thumb|none|600px|The FG 42 being held.]]&lt;br /&gt;
[[file:CODWAW FG42 (2).jpg|thumb|none|600px|Iron sights. In the campaign, these sights have a rather high amount of zoom, allowing for precise shots at range.]]&lt;br /&gt;
[[file:CODWAW FG42 (3).jpg|thumb|none|600px|Reloading the FG 42.]]&lt;br /&gt;
[[file:CODWAW FG42 (4).jpg|thumb|none|600px|Rechambering the weapon.]]&lt;br /&gt;
[[file:CODWAW FG42 (5).jpg|thumb|none|600px|A deployed, very-low detail FG 42.]]&lt;br /&gt;
[[file:CODWAW FG42 (6).jpg|thumb|none|600px|Collapsing the bipod.]]&lt;br /&gt;
[[file:Firearm FG42.jpg|thumb|none|500px|FG 42 1st pattern with Zeiss ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:WaW FG42 scope.jpg|thumb|none|600px|Reloading an FG 42 with the ZF4.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is the secondary rifle for the Germans and is seen in the missions &amp;quot;Their Land, Their Blood&amp;quot;, &amp;quot;Ring of Steel&amp;quot;, &amp;quot;Heart of the Reich&amp;quot; and &amp;quot;Downfall&amp;quot;. As expected, there are still bullets in the magazine that the player removes when reloading, even if the last shot was fired.&lt;br /&gt;
[[file:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:CODWAW G43 (1).jpg|thumb|none|600px|The Gewehr 43 in-game.]]&lt;br /&gt;
[[file:CODWAW G43 (2).jpg|thumb|none|600px|Aiming the G43.]]&lt;br /&gt;
[[file:CODWAW G43 (7).jpg|thumb|none|600px|Mid-reload.]]&lt;br /&gt;
[[file:CODWAW G43 (4).jpg|thumb|none|600px|At least they went through the effort of modeling rounds in the magazine, even when they shouldn't be there.]]&lt;br /&gt;
[[file:CODWAW G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:Gew 43.jpg|thumb|none|500px|Gewehr 43 with ZF 4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:CODWAW G43 (6).jpg|thumb|none|600px|An empty scoped G43. Note that the scope is set over rear sights, not where it usually should be.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the main rifle for the German Army. The weapon appears to be modelled after one of the earlier models and not the &amp;quot;Kriegsmodell&amp;quot; as it has a bolt disassembly disc, spring retained barrel bands, cleaning rod, and a protected front sight. It also has a manufacture date of 1944 as well as &amp;quot;DOT&amp;quot; written on the top of the reciever, indicating it is a Waffenwerke Brunn rifle produced in Czechoslovakia.&lt;br /&gt;
[[file:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:CODWAW Kar98K (1).jpg|thumb|none|600px|The Karabiner 98 Kurz in-game.]]&lt;br /&gt;
[[file:CODWAW Kar98K (2).jpg|thumb|none|600px|Aiming the Kar 98K.]]&lt;br /&gt;
[[file:CODWAW Kar98K (4).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[file:CODWAW Kar98K (3).jpg|thumb|none|600px|Reloading. About to close the bolt and push out the stripper clip.]]&lt;br /&gt;
[[file:CODWAW Kar98K (5).jpg|thumb|none|600px|Sticking a bayonet on to the K98K.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:CoDWaW 2015-11-10 22-12-11-71.jpg|thumb|none|600px|A scoped Kar98k in the &amp;quot;Nazi Zombies&amp;quot; mode.]]&lt;br /&gt;
[[file:CoDWaW 2015-11-10 22-12-43-89.jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[file:CoDWaW 2015-11-10 22-12-58-51.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is the secondary rifle of American forces and is rarely seen until the mission &amp;quot;Breaking Point&amp;quot;, where it can be picked up from most of the American corpses. It is erroneously called an &amp;quot;M1A1 Carbine&amp;quot; in-game, despite not having a folding stock. In MP, unlockable attachments for the carbine include an M3 Carbine-style flash hider, &amp;quot;Aperture Sight,&amp;quot; bayonet, and extended box magazine. &lt;br /&gt;
[[file:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[file:CODWAW M1Carbine (1).jpg|thumb|none|600px|The M1 Carbine in the hands of a Marine.]]&lt;br /&gt;
[[file:CODWAW M1Carbine (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:CODWAW M1Carbine (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:CODWAW M1Carbine (4).jpg|thumb|none|600px|Releasing the bolt, although it shouldn't remain locked back after the last shot is fired like an M1 Garand, since it lacks a bolt hold open.]]&lt;br /&gt;
[[file:CODWAW M1Carbine (5).jpg|thumb|none|600px|The extended magazine on the M1.]]&lt;br /&gt;
[[file:CODWAW M1Carbine (6).jpg|thumb|none|600px|Attaching a bayonet, which would be hard to do without the bayonet lug of the very-latewar model.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is the standard rifle of the American forces, and is seen in the hands of nearly all of the American Marines. It is depicted as being able to reload partway through an en-bloc clip; while there is facility for unloading the gun without firing every shot, it was not considered practical to do so in combat (since real soldiers don't have a magic invisible ammo hopper that consolidate their spare ammunition neatly into full clips) and American soldiers were generally advised to fire off remaining shots if reloading was necessary. In-game, this is represented by having a mid-clip reload take longer than an empty reload. In addition to a flash hider, bayonet, and rifle grenades, a sniper scope can be unlocked for the Garand in multiplayer, giving it the appearance of the M1C sniper variant. &lt;br /&gt;
[[file:M1 Garand.jpg‎ |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[file:CODWAW M1 Garand (1).jpg|thumb|none|600px|First-person view of the M1 Garand.]]&lt;br /&gt;
[[file:CODWAW M1 Garand (2).jpg|thumb|none|600px|Aiming the Garand.]]&lt;br /&gt;
[[file:CODWAW M1 Garand (3).jpg|thumb|none|600px|Manually ejecting a clip during a partial reload, although it appears to be empty anyway.]]&lt;br /&gt;
[[file:CODWAW M1 Garand (4).jpg|thumb|none|600px|Pinging out another empty en-bloc clip.]]&lt;br /&gt;
[[file:CODWAW M1 Garand (5).jpg|thumb|none|600px|Miller reloads his Garand during the assault on Peleliu Island.]]&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand bayonet second.jpg|thumb|none|500px|M1 Garand with M1 bayonet - .30-06]]&lt;br /&gt;
[[file:CODWAW M1 Garand (6).jpg|thumb|none|600px|Affixing the bayonet moments earlier; for some reason, this initial animation doesn't occur in multiplayer; the brass check seen below is done instead.]]&lt;br /&gt;
[[File:M1CSniper.jpg|thumb|none|500px|M1C Sniper Variant with M82 scope - .30-06]]&lt;br /&gt;
[[File:WaW M1C 1.jpg|thumb|none|600px|An M1 Garand with an M73 scope in MP.]]&lt;br /&gt;
[[File:WaW M1C 2.jpg|thumb|none|600px|The pickup animation of the Garand; the character performs a quick brass check.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin Nagant M38 Carbine]] is first given to Petrenko fitted with a scope by Reznov in the mission &amp;quot;Vendetta&amp;quot;. In later missions the rifle is found in the hands of Russian soldiers. They are rather abundant in early missions but get scarcer as the game goes on. Due to a graphical error, the bolt never actually opens to expose the breech until the player prepares to load a clip; otherwise it remains solid metal and casings do not actually eject from the rifle itself. All M38's are fitted with downturned bolt handles meant to work with sniper scopes, even the ones that don't have scopes. While not anachronistic, this model of the Mosin Nagant being used is inaccurate due to the M91/30 variant being the standard issue rifle for Soviet forces during the 1930s and throughout World War II. The M38 carbine variant served as a weapon for rear echelon troops.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|none|500px|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[file:CODWAW M38(1).jpg|thumb|none|600px|The Mosin Nagant in the hands of a Russian soldier.]]&lt;br /&gt;
[[file:CODWAW M38 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:CODWAW M38 (3).jpg|thumb|none|600px|Ejecting a round through the solid chamber. The atypical downturned bolt design is very similar to the [https://www.forgottenweapons.com/st-petersburg-cavalry-school-mosin-carbine/ St. Petersburg Cavalry School Mosin Carbine].]]&lt;br /&gt;
[[file:CODWAW M38 (4).jpg|thumb|none|600px|Inserting a stripper clip of 7.62x54R rounds.]]&lt;br /&gt;
[[File:WaW M38 bayonet.jpg|thumb|none|600px|Affixing a spike bayonet to the M38.]]&lt;br /&gt;
[[file:CoDWaWsp Mosin Nagant M38third.jpg|thumb|none|600px|A Soviet soldier holding the M38 Carbine. Note the straight bolt handle of the third-person model.]]&lt;br /&gt;
[[file:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[file:CODWAW M38 Reznov.jpg|thumb|none|600px|''I need your help. Do what I say, and we can avenge this massacre.'' The scoped M38 next to a trigger-fingerless Sergeant Viktor Reznov ([[Gary Oldman]]).]]&lt;br /&gt;
[[file:CoDWaWsp Mosin Nagant M38 Carbine Sniper holding.jpg|thumb|none|600px|The scoped Mosin Nagant being held.]]&lt;br /&gt;
[[file:CoDWaWsp Mosin Nagant M38 Carbine Sniper aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:CoDWaWsp Mosin Nagant M38 Carbine reloading 1.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[file:CoDWaWsp Mosin Nagant M38 Carbine reloading 2.jpg|thumb|none|600px|Inserting individual rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A1==&lt;br /&gt;
The [[M1903 Springfield|Springfield M1903A1]] is never seen in single player without a scope, and comes with a scope that can be unlocked in multiplayer. The rifle is not an M1903A4 as it is based off of an A1 and mounts a higher-powered scope than the M73 and M84 scopes commonly used on the A4 variant. The scope mounts are also moved forward towards the barrel and forward receiver to accommodate for its length. The A1 sniper variant was more common in the Pacific (as it was the standard sniper rifle of the USMC), which is why it is also seen in other games set in that theatre rather than the A4.&lt;br /&gt;
[[file:M1903A1Springfield.jpg|thumb|none|500px|Springfield M1903A1 - .30-06]]&lt;br /&gt;
[[file:CODWAW M1903 (1).jpg|thumb|none|600px|The M1903A1 in-game.]]&lt;br /&gt;
[[file:CODWAW M1903 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:CODWAW M1903 (3).jpg|thumb|none|600px|Cycling the M1903A1.]]&lt;br /&gt;
[[file:CODWAW M1903 (4).jpg|thumb|none|600px|Reloading via stripper clip.]]&lt;br /&gt;
[[file:WaW M1903A1 bayonet.jpg|thumb|none|600px|The bayonet draw animation for the M1903A1.]]&lt;br /&gt;
[[file:M1903 scoped.jpg|thumb|none|500px|M1903A1 Springfield sniper variant with Unertl scope - .30-06]]&lt;br /&gt;
[[file:CODWAW M1903 (5).jpg|thumb|none|600px|The M1903A1 sniper rifle. Note that it completely lacks the iron sights.]]&lt;br /&gt;
[[file:CODWAW M1903 (6).jpg|thumb|none|600px|Sighting in a Japanese sniper in singleplayer.]]&lt;br /&gt;
[[file:CODWAW M1903 (7).jpg|thumb|none|600px|Reloading with individual rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The secondary Russian rifle is the [[Tokarev SVT-40]]. It is seen only in the final two missions &amp;quot;Heart of the Reich&amp;quot; and &amp;quot;Downfall&amp;quot;.&lt;br /&gt;
[[file:SVT-40.jpg|thumb|none|500px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[file:CODWAW SVT-40 (1).jpg|thumb|none|600px|The SVT-40 in first person.]]&lt;br /&gt;
[[file:CODWAW SVT-40 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:CODWAW SVT-40 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:CODWAW SVT-40 (4).jpg|thumb|none|600px|About to release the bolt.]]&lt;br /&gt;
[[file:CODWAW SVT-40 (5).jpg|thumb|none|600px|An SVT-40 in third-person. Note the mispositioned magazine.]]&lt;br /&gt;
[[File:SVT-40 Sniper.jpg|thumb|none|500px|Tokarev SVT-40 with PU sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[File:WaW SVT-40 scope 1.jpg|thumb|none|600px|Equipping an SVT-40 with a PU scope. The front sight was probably executed for desertion by the NKVD.]]&lt;br /&gt;
[[File:WaW SVT-40 scope 2.jpg|thumb|none|600px|Aiming with the scope; all of the intermediate scopes used on some rifles and the FG 42 in multiplayer reuse the ACOG scope reticle from Call of Duty 4, without the illuminated chevron. Realistically speaking, the reticle should have resembled the one from the ZF42 scope used by the Kar98k.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Materiel Rifles=&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41 rifle|PTRS-41]] is always seen with a scope, and as with multiple optic-equipped weapons in the ''Call of Duty'' series, the front sight is missing. However, the real rifle was never issued with a scope, apart from field-expedient modifications, which were for spotting purposes only; these scopes were typically PU scopes, not meant for the PTRS, and as such couldn't be properly zeroed (note that in the iOS counterpart ''Call of Duty: Zombies'', the weapon lacks the scope and appropriately uses iron sights, though it has a front sight mounted on the gas block rather than the end of the barrel). The PTRS is first seen in single player during &amp;quot;Vendetta&amp;quot; and much later in &amp;quot;Heart of the Reich&amp;quot; and &amp;quot;Downfall&amp;quot;. It is ''ridiculous'' to depict a single man firing this weapon from the shoulder; the PTRS-41 is six feet long and weighs forty-five pounds, and unless he was an absolute giant of a man, the immense recoil produced when firing would knock him on his back. A single soldier would only ever be expected to be able to carry the fully assembled rifle for short distances.&lt;br /&gt;
&lt;br /&gt;
[[file:PTRS 41.jpg|thumb|none|500px|PTRS-41 anti-tank rifle - 14.5x144mm]]&lt;br /&gt;
[[file:CODWAW PTRS-41 (1).jpg|thumb|none|600px|Holding a PTRS-41.]]&lt;br /&gt;
[[file:CODWAW PTRS-41 (2).jpg|thumb|none|600px|Scope view.]]&lt;br /&gt;
[[file:CODWAW PTRS-41 (3).jpg|thumb|none|600px|Reloading the en-bloc clip.]]&lt;br /&gt;
[[file:CODWAW PTRS-41 (4).jpg|thumb|none|600px|Rechambering the PTRS.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is the main support weapon used by the Germans and the only assault rifle in the game. It is rare in earlier levels but becomes more widespread towards the end of the Russian campaign.&lt;br /&gt;
[[file:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[file:CODWAW StG-44 (1).jpg|thumb|none|600px|The Sturmgewehr 44 in multiplayer. Unlike other games in the series, it is held by the magazine: it would be more normal to grasp the magwell, or the handguard if the user was wearing winter gloves.]]&lt;br /&gt;
[[file:CODWAW StG-44 (2).jpg|thumb|none|600px|Aiming the rather thin rifle.]]&lt;br /&gt;
[[file:CODWAW StG-44 (3).jpg|thumb|none|600px|Pressing the magazine release.]]&lt;br /&gt;
[[file:CODWAW StG-44 (4).jpg|thumb|none|600px|Tugging the charging handle, which incorrectly locks back when the weapon is empty.]]&lt;br /&gt;
[[file:StG-44 + ZF4.jpg|thumb|none|500px|Sturmgewehr 44 with ZF4 scope - 7.92x33mm Kurz.]]&lt;br /&gt;
[[file:CODWAW StG-44 (5).jpg|thumb|none|600px|Equipping a scoped StG. Note that the safety is on, which doesn't impede the rifle's ability to fire in-game. At least the fire selector is correctly set to full-auto.]]&lt;br /&gt;
[[file:CODWAW StG-44 (6).jpg|thumb|none|600px|Mashing in a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle|M1918A2 Browning Automatic Rifle]] is classed as a light machine gun in the game. In single-player it is never seen without a bipod, but this must be unlocked in multiplayer. It is the starting weapon in &amp;quot;Hard Landing&amp;quot;, and can also be found in the trenches in &amp;quot;Burn 'em Out&amp;quot; and being carried by some allied Marines in &amp;quot;Breaking Point&amp;quot; and &amp;quot;Relentless&amp;quot;. Like all machine guns in the game, it is capable of blowing limbs and heads off of enemy soldiers.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[file:CODWAW BAR (1).jpg|thumb|none|600px|The BAR M1918A2 in first person.]]&lt;br /&gt;
[[file:CODWAW BAR (2).jpg|thumb|none|600px|Aiming the BAR.]]&lt;br /&gt;
[[file:CODWAW BAR (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:CODWAW BAR (4).jpg|thumb|none|600px|Pulling the charging handle. In reality, the BAR's handle does not lock in the rear position, as portrayed in the game.]]&lt;br /&gt;
[[file:CODWAW BAR (5).jpg|thumb|none|600px|Deploying the BAR's bipod.]]&lt;br /&gt;
[[file:CODWAW BAR (6).jpg|thumb|none|600px|Using a set-up M1918A2.]]&lt;br /&gt;
[[file:CODWAW BAR (7).jpg|thumb|none|600px|Miller scopes out Roebuck's ([[Kiefer Sutherland]]) bipod-less BAR in &amp;quot;Hard Landing.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] is used in both infantry and mounted forms. It is used with a bipod equipped (which was only available for the M1919A6 version) in the mission &amp;quot;Relentless&amp;quot;; it is seen without a bipod later on in singleplayer. Either way, it would be impractical for it to be used as a man-portable weapon; the M1919A6 variant would have been more suitable for that role. In first-person view, it has a strip of cloth wrapped around the barrel close to the frame acting as a makeshift handguard, but this is absent on the world model. It is the last machine gun unlocked in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The PBY Catalina in &amp;quot;Black Cats&amp;quot; has M1919s dual-mounted in the bow turret and single gun mounted in the tail turret. It is also erroneously shown as the turret gun for the Soviet T-34 tank in both singleplayer campaign and multiplayer. A more accurate turret gun would be a mounted DP-28 (which is already in the game) or possibly the [[Goryunov SG-43 Machine Gun|SG-43]].&lt;br /&gt;
[[file:M1919A4Browning.jpg|thumb|none|500px|Browning M1919A4 on M2 tripod . 30-06]]&lt;br /&gt;
[[file:CODWAW M1919 (1).jpg|thumb|none|600px|Manhandling a Browning M1919A4.]]&lt;br /&gt;
[[file:CODWAW M1919 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:CODWAW M1919 (3).jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[file:CODWAW M1919 (4).jpg|thumb|none|600px|Removing a used belt in mid-reload. For some reason, this only occurs in the campaign and Nazi Zombies; in multiplayer, the belt always vanishes whenever reloading.]]&lt;br /&gt;
[[file:CODWAW M1919(5).jpg|thumb|none|600px|Smacking the tray cover closed.]]&lt;br /&gt;
[[file:CODWAW M1919 (6).jpg|thumb|none|600px|Equipping a M1919 with a bipod.]]&lt;br /&gt;
[[file:CODWAW M1919 (7).jpg|thumb|none|600px|Extending the bipod.]]&lt;br /&gt;
[[file:CODWAW M1919 (8).jpg|thumb|none|600px|The deployed M1919A4.]]&lt;br /&gt;
[[file:CoDWaWmp Browning M1919 t34.jpg|thumb|none|600px|Dimitri manning a T-34-mounted Browning at the end of &amp;quot;Ring of Steel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryev DP-28==&lt;br /&gt;
The [[Degtyaryov DP Series Machine Gun|Degtyaryev DP-28]] is only featured in multiplayer. It has decent power, but poor aim speed, running speed and reloading speed.&lt;br /&gt;
[[file:DP-28.jpg|thumb|none|500px|Degtyaryev DP-28 - 7.62x54mmR]]&lt;br /&gt;
[[file:CODWAW DP28 (1).jpg|thumb|none|600px|The DP-28 held in first person.]]&lt;br /&gt;
[[file:CODWAW DP28 (2).jpg|thumb|none|600px|Iron sights of the machine gun.]]&lt;br /&gt;
[[file:CODWAW DP28 (3).jpg|thumb|none|600px|Knocking out a spent pan magazine.]]&lt;br /&gt;
[[file:CODWAW DP28 (4.jpg|thumb|none|600px|Replacing it with a new one.]]&lt;br /&gt;
[[file:CODWAW DP28 (4).jpg|thumb|none|600px|Charging the Degtyaryov.]]&lt;br /&gt;
[[file:CODWAW DP28 (5).jpg|thumb|none|600px|Deploying the bipod.]]&lt;br /&gt;
[[file:CODWAW DP28 (6).jpg|thumb|none|600px|The low-detail deployed DP-28.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
When starting up the game, archival footage of Wehrmacht soldiers firing a [[MG34]] is shown during the title reels. It is replaced by the man-portable MG42 in the game, though German tanks also mount the ''Panzerlauf'' version.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:CODWAW MG34.jpg|thumb|none|600px|Screenshot of the MG34.]]&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|500px|For comparison: MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:CODWAW MG34p.jpg|thumb|none|600px|The Panzerlauf mounted in a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is the main machine gun used by the German Army, found both as a mounted weapon and a man-portable version. The version that can be picked up by the player incorrectly uses a 125-round belt drum in singleplayer and Nazi Zombies, although this is corrected to 50 rounds in multiplayer. It can be found in the mission &amp;quot;Vendetta&amp;quot; which is set in the Battle of Stalingrad, however, while the MG42 actually saw limited use at Stalingrad, the game's depiction commits the common error of showing the weapon with the post 1943 vertical charging handle instead of the period appropriate and rare slab-sided horizontal handle. &lt;br /&gt;
[[file:Mg42drummag.jpg|thumb|none|500px|MG42 with 50-round drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:CODWAW MG42 (1).jpg|thumb|none|600px|First-person view of the MG42.]]&lt;br /&gt;
[[file:CODWAW MG42 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:CODWAW MG42 (3).jpg|thumb|none|600px|Removing the drum magazine. Note that this isn't how the MG42's belt drum actually works; using the belt drum in reality requires the top cover to be opened and the belt in the drum to be correctly positioned. It seems that the developers instead thought that this was an actual drum magazine, rather than a container for a belt.]]&lt;br /&gt;
[[file:CODWAW MG42 (4).jpg|thumb|none|600px|Charging the MG42.]]&lt;br /&gt;
[[file:CODWAW MG42 (5).jpg|thumb|none|600px|Deploying the MG42's bipod.]]&lt;br /&gt;
[[file:CODWAW MG42 (6).jpg|thumb|none|600px|The deployed MG42.]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
The [[Type 99 Light Machine Gun|Type 99]] is the main Japanese light machine gun. It incorrectly holds 32 rounds in singleplayer, but correctly 30 in multiplayer. The bipod and a bayonet can be unlocked as attachments for the Type 99 in multiplayer.&lt;br /&gt;
[[file:Type99LMG.jpg|thumb|none|500px|Nambu Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[file:CODWAW Type99 (1).jpg|thumb|none|600px|The Type 99 in-game.]]&lt;br /&gt;
[[file:CODWAW Type99 (2).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[file:CODWAW Type99 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[file:CODWAW Type99 (4).jpg|thumb|none|600px|Inserting a new one into the void that is the magazine well..]]&lt;br /&gt;
[[file:CODWAW Type99 (5).jpg|thumb|none|600px|Charging the Type 99.]]&lt;br /&gt;
[[file:CODWAW Type99 (6).jpg|thumb|none|600px|Extending the Type 99's bipod.]]&lt;br /&gt;
[[file:CODWAW Type99 (7).jpg|thumb|none|600px|The Type 99, deployed. Note the shadow of the weapon, which is apparently being manned by a ninja.]]&lt;br /&gt;
[[File:WaW Type99 bayonet 1.jpg|thumb|none|600px|Affixing a bayonet on the Type 99 in multiplayer.]]&lt;br /&gt;
[[File:WaW Type99 bayonet 2.jpg|thumb|none|600px|Swiping with the Type 99 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M9A1 Bazooka==&lt;br /&gt;
Miller picks up an [[M9A1 &amp;quot;Bazooka&amp;quot;|M9A1 Bazooka]] to destroy the Japanese tanks during the assault on Peleliu airfield in &amp;quot;Hard Landing&amp;quot;. It is also used by two Soviet Soldiers in the level &amp;quot;Downfall&amp;quot;. It is one of the immediately unlocked Perks when &amp;quot;Create a Class&amp;quot; is unlocked.&lt;br /&gt;
[[File:M9A1 Bazooka.jpg|thumb|none|500px|M9A1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[file:CODWAW M9A1 (1).jpg|thumb|none|600px|Miller runs with a M9A1 Bazooka.]]&lt;br /&gt;
[[file:CODWAW M9A1 (2).jpg|thumb|none|600px|About to vaporize a Japanese soldier.]]&lt;br /&gt;
[[file:CODWAW M9A1 (3).jpg|thumb|none|600px|Reloading; note the incorrect shape of the round: the M6A3 rocket used by the M9 had a blunted nose, since earlier rockets with pointed noses had issues with deflecting off sloped tank armor.]]&lt;br /&gt;
[[file:CODWAW M9A1 (4).jpg|thumb|none|600px|A Soviet soldier fires his Lend-Leased Bazooka at Hitler's podium.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
Although not a gameplay weapon, the [[Panzerfaust 60|Panzerfaust]] appears in the cutscene of the campaign level &amp;quot;Blood and Iron&amp;quot;.&lt;br /&gt;
[[File:Panzerfaust.jpg|thumb|none|500px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWaWPanzerfaust.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] is the main rocket launcher for the German Army and is seen in every mission of the Soviet campaign except &amp;quot;Vendetta&amp;quot;.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|Panzerschreck - 88mm]]&lt;br /&gt;
[[File:CODWAWPanzershreck.jpg|thumb|none|600px|The Panzerschreck in first person.]]&lt;br /&gt;
[[File:CODWAWPanzershreck2ai.jpg|thumb|none|600px|Aiming the Panzerschreck. This process completely ignores the presence of the rear sight (in fact, such a view would require the rear sight to either be removed, or be shoved into the operator's face); this error would be repeated in ''[[Call of Duty: Black Ops]]'' and ''[[Call of Duty: WWII]]''.]]&lt;br /&gt;
[[File:CODWAWPanzershreck3.jpg|thumb|none|600px|Reloading the launcher. The rocket (which currently seems to be misaligned with the tube) is simply shoved in, without pressing down the contact pin on top of the contact box (not visible in this shot, as it is on the left side of the launcher, off of the edge of the screen); furthermore, considering how the Panzerschreck's rocket's tail had to be lined up carefully by manipulating a locking lever, loading the launcher like this would quite possibly lead to the rocket simply falling out of the tube. And given that a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, reloading like this would probably require a box to stand on or the muzzle to be shoved into the ground.]]&lt;br /&gt;
[[File:CODWAW Panzerschreck.jpg|thumb|none|600px|Dmitri cautiously approaches a rare &amp;quot;highlighter-finished&amp;quot; Panzerschreck.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced Weapons=&lt;br /&gt;
&lt;br /&gt;
==ATO-42 Flamethrower==&lt;br /&gt;
Dimitri's OT-34/85 tank in &amp;quot;Blood &amp;amp; Iron&amp;quot; is armed with an ATO-42 Flamethrower which replaces the [[Degtyaryov DT]] machine gun.&lt;br /&gt;
[[file:CODWAW-FlameTank.jpg|thumb|none|600px|The ATO-42 being fired.]]&lt;br /&gt;
&lt;br /&gt;
==Berezin UBT==&lt;br /&gt;
Soviet Ilyushin Il-2 ground-attack aircraft are armed with [[Berezin UBT]] machine guns.&lt;br /&gt;
[[Image:Berezin UBT.jpg|thumb|none|400px|Berezin UBT, a turret version of UB with spade grips - 12.7x108mm]]&lt;br /&gt;
[[file:CODWAW-Berezin.jpg|thumb|none|600px|An Il-2 at the end of the level &amp;quot;Their Land, Their Blood&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
A [[Browning M2]] fitted with a reflector gunsight is mounted in each of the Catalina's waist blisters in &amp;quot;Black Cats&amp;quot;.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2 - .50 BMG]]&lt;br /&gt;
[[file:CODWAW M2 Blackcats (1).jpg|thumb|none|600px|Manning the M2 machine gun. This appears to be a slightly reworked M18 Reflector Gunsight, a device usually used with the M45 Quadmount.]]&lt;br /&gt;
[[file:CODWAW M2 Blackcats (2).jpg|thumb|none|600px|Zooming in on the reflector sight.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 tanks are armed with [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:CODWAW DT.jpg|thumb|none|600px|The in-game mounted DT.]]&lt;br /&gt;
&lt;br /&gt;
==Nudelman N-37==&lt;br /&gt;
Two 37 mm [[Nudelman N-37]] aircraft autocannons are mounted under the Sturmovik's wings.&lt;br /&gt;
[[Image:N-37 Cannon.jpg|thumb|none|400px|Nudelman N-37 - 37mm]]&lt;br /&gt;
[[file:CODWAW-Berezin.jpg|thumb|none|600px|The Il-2 with the mounted autocannons.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
In &amp;quot;Black Cats&amp;quot;, the player's Catalina is armed with twin [[Oerlikon 20mm Cannon]]s under the bow turret. This is not part of any standard Catalina fit, but ''was'' reported as a field modification to &amp;quot;Black Cat&amp;quot; Catalinas in the Pacific; however, it required the removal of the twin M1919s in the bow turret, which are still present on the game's Catalina.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon cannon - 20mm]]&lt;br /&gt;
[[file:CODWAW Oerlikon.jpg|thumb|none|600px|The Oerlikon Cannons during the cutscene of &amp;quot;Black Cats&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The [[Type 92 heavy machine gun]] is the main Japanese heavy machine gun and is found in every mission of the American campaign. In &amp;quot;Black Cats&amp;quot; Type 92 HMGs are mounted on Type T-25 MTBs. The Type 92 returns in [[Call of Duty: Black Ops]] as a sentry gun in the Zombie Mod.&lt;br /&gt;
[[Image:Japanese Type 92 Heavy Machine Gun.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[Image:CoDWaWType92HMG1.JPG|thumb|none|600px|An imperial Japanese soldier firing a Type 92 HMG from a pillbox.]]&lt;br /&gt;
[[Image:CoDWaWType92HMG2.JPG|thumb|none|600px|An abandoned HMG in &amp;quot;Breaking Point&amp;quot;.]]&lt;br /&gt;
[[Image:CoDWaWType92HMG3.JPG|thumb|none|600px|Right view.]]&lt;br /&gt;
[[Image:CoDWaWType92HMG4.JPG|thumb|none|600px|After enough observation, Miller uses the Type 92. Note the Curtains blow when it's manned.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot;s are armed with [[Vickers#Type_97_Aircraft_Machine_Gun|Type 97 Aircraft Machine Gun]]s.&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[file:CODWAW zeromg.jpg|thumb|none|600px|Two Type 97 aircraft machine guns mounted on top of the engine cowling.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 light machine gun==&lt;br /&gt;
The [[Type 97 light machine gun]] is mounted on Japanese Type 97 Chi-Ha tanks.&lt;br /&gt;
[[Image:Type 97 tank machine gun.jpg|thumb|none|400px|Type 97 light machine gun 7.7x58mm Arisaka]]&lt;br /&gt;
[[Image:CoDWaWType97_1.JPG|thumb|none|600px|A Type 97 Chi-Ha's rear-mounted Type 97.]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
[[Type 99 cannon]]s are also mounted on the &amp;quot;Zero&amp;quot;s.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[file:CODWAW t99c.jpg|thumb|none|600px|The Type 99s mounted on the Zero's wing.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==Dyakonov Grenade Launcher==&lt;br /&gt;
The [[Dyakonov Rifle Grenade Launcher]] can be attached to the Mosin Nagant M38 Carbine.&lt;br /&gt;
[[File:Dyakonov Rifle Grenade Launcher with Grenades and Tripod.jpg|thumb|none|400px|Dyakonov Rifle Grenade Launcher, two grenades and bipod.]]&lt;br /&gt;
[[Image:Dyakonov Rifle Grenade Launcher.jpg|thumb|none|500px|M91/30 rifle with Dyakonov grenade launcher.]]&lt;br /&gt;
[[File:WaW Dyakonov 1.jpg|thumb|none|600px|Affixing a Dyakonov grenade to the Mosin Nagant; it seems to be missing the actual launching cup, however.]]&lt;br /&gt;
[[File:WaW Dyakonov 2.jpg|thumb|none|600px|The Dyakonov in idle.]]&lt;br /&gt;
[[File:WaW Dyakonov 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehrgranatengerät Grenade Launcher==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] can be attached to the Karabiner 98k, the Gewehr 43, and the Arisaka Type 99 rather than the latter's appropriate Type 2 launcher.&lt;br /&gt;
[[Image:Gewehrgranatgerat 41.jpg|thumb|none|500px|Gewehrgranatengerät, mounted on Karabiner 98k rifle.]]&lt;br /&gt;
[[File:WaW Gewehrgranat.jpg|thumb|none|600px|Affixing the Gewehrgranatengerät on a G43.]]&lt;br /&gt;
[[File:WaW Gewehrgranat 2.jpg|thumb|none|600px|On the K98K and Type 99, a small lever is flipped when equipping the rifle grenade.]]&lt;br /&gt;
[[File:WaW Gewehrgranat 3.jpg|thumb|none|600px|Gewehrgranatengerät in idle.]]&lt;br /&gt;
[[File:WaW Gewehrgranat 4.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:WaW Gewehrgranat 5.jpg|thumb|none|600px|Loading another grenade. The type of grenade used appears to be the ''Große Gewehrpanzergranate''.]]&lt;br /&gt;
[[File:WaW Gewehrgranat 6.jpg|thumb|none|600px|The Gewehrgranatengerät on the Arisaka.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Grenade Launcher==&lt;br /&gt;
The [[M7 rifle grenade launcher]] is a muzzle device that attaches to the M1 Garand and is used a few times in the Pacific campaign; the first time is during the mission &amp;quot;Hard Landing&amp;quot; when the American force is attacking Japanese Type 96 25mm triple installations at the airfield on Peleliu Island. It is used to launch [[Mk 2 hand grenade]]s fitted with M1A1 rifle grenade adapters (this is anachronistic as the M1 adapter, which featured 4 claws and no stabilizing cup, was the only variant used during the war). In multiplayer, it can be attached to the M1 Garand and to the Springfield M1903A1 (which should use an M1 grenade launcher). There is a slight error in how they are presented: mounting one would normally require the rifle to first be emptied, then individual blank cartridges loaded for each shot fired; in-game, they're simply attached and fired.&lt;br /&gt;
&lt;br /&gt;
It also incorrectly allows semi-automatic fire from the Garand while mounted: the wartime M7 could not do this.&lt;br /&gt;
&lt;br /&gt;
[[file:M1 garand M7.jpg|thumb|none|350px|M7 grenade launcher]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|350px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter (the M1A1 adapter is identical but with a solid tail fin)]]&lt;br /&gt;
[[File:CODWAW M7 (1).jpg|thumb|none|600px|The initial loading animation of the M7 launcher.]]&lt;br /&gt;
[[File:CODWAW M7 (2).jpg|thumb|none|600px|Reloading the M7, note the explosion from the previously-fired grenade.]]&lt;br /&gt;
[[File:CODWAW M7 (3).jpg|thumb|none|600px|The M7 on a Springfield M1903A1.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M8 HC smoke grenade==&lt;br /&gt;
The [[AN/M8 HC smoke grenade]] is used as the standard smoke grenade in the American campaign.&lt;br /&gt;
[[File:AN-M8.jpg|thumb|none|150px|AN/M8 smoke grenade]]&lt;br /&gt;
[[File:CODWAW M18.jpg|thumb|none|600px|Preparing to throw an AN/M8 smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used as the &amp;quot;Tabun Gas&amp;quot; grenade in multiplayer. Tabun was the first nerve gas ever produced and the first of the &amp;quot;G-series&amp;quot; of non-persistent nerve agents, GA (Tabun), GB (Sarin), GD (Soman) and GF (Cyclosarin), being discovered accidentally by German scientists working on organophosphate insecticides in 1936. While over 12,500 tons of the chemical were produced during the war, it was only ever put into air-dropped bombs and artillery shells, not grenades, and was never used in combat.&lt;br /&gt;
&lt;br /&gt;
[[file:M18red.jpg|thumb|150px|none|M18 smoke grenade.]]&lt;br /&gt;
[[file:CODWAW Tabun.jpg|thumb|600px|none|Pulling the pin on a gas grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M34A1 Mortar Shell==&lt;br /&gt;
In &amp;quot;Breaking Point,&amp;quot; Private Miller can pick up shells from Japanese mortar pits to use as improvised hand grenades. Though rendered as proper Type 100 mortar shells on the ground, they turn into 81mm M34A1 Mortar Shells in the player's hand.&lt;br /&gt;
[[File:CoDWaW mortarshell2.jpg|thumb|none|600px|Holding the Mortar Shell.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard American grenade in singleplayer and is the only frag grenade in multiplayer. It should also be noted that in the first mission, &amp;quot;Semper Fi&amp;quot;, the Mk 2 is shown with the olive drab color. This is anachronistic as the mission is set in 1942 and Mk 2 hand grenades were completely yellow prior to 1943.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[file:CoDWaWmp MK2 Grenade.jpg|thumb|600px|none|The Mk 2 hand grenade in first person.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] &amp;quot;Potato Masher&amp;quot; is the principle hand grenade used by the Germans, and is also the only hand grenade available in the Nazi Zombies mode.&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CODWAWM24.jpg|thumb|none|600px|Throwing the &amp;quot;Potato Masher&amp;quot;.]]&lt;br /&gt;
[[File:CoD-Waw Ger M24.jpg|thumb|none|600px|A dead German soldier with two Model 24 Stielhandgranates on the belt.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 MK. 1 S.T. Grenade==&lt;br /&gt;
Though there are no British troops in the game, the British [[No 74 ST Grenade|No. 74 S.T. Grenade]] is available. This is the only in-game remainder of a planned British campaign that was cut for time reasons during development.&lt;br /&gt;
[[file:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;.]]&lt;br /&gt;
[[File:CODWAW No74.jpg|thumb|none|600px|Holding a No. 74 sticky grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 hand grenade==&lt;br /&gt;
The [[RGD-33]] is the standard Soviet hand grenade.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|300px|RGD-33]]&lt;br /&gt;
[[File:CoDWWRGD33.jpg|thumb|none|600px|Dimitri Pentrenko readying an RGD-33 grenade at the Beginning of &amp;quot;Ring of Steel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] is available in-game, referred to by its famous nickname, the &amp;quot;Bouncing Betty&amp;quot;. When placed, it will remain inert until an enemy moves near it, at which point it will leap upwards, before detonating at chest height.&lt;br /&gt;
[[File:SMine35.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[file:CoDWaWmp S-Mine.jpg|thumb|600px|none|The ''Schrapnellmine'' in-game. Precisely how it is buried, or why it is only buried halfway, is a mystery. As is why the entire fuze assembly of the placed mine is bright yellow.]]&lt;br /&gt;
[[File:CoDWaWmp S-Mine (2).jpg|thumb|none|600px|Pulling the fuse and deploying a S-mine.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
TNT appears in the game as the main component of mission-specific demolition charges used to destroy specific targets in the campaign and is available in the first perk tier in multiplayer.&lt;br /&gt;
[[Image:TNTchargeUS.jpg|thumb|none|400px|US Army issue 1/2 pound TNT charge with 8&amp;quot; prima cord and M1 pull fuze igniter. The in-game version appears to be based on the longer 1-pound block.]]&lt;br /&gt;
[[File:CODWAW TNT (1).jpg|thumb|none|600px|Equipping the detonator, a Number 10 Blasting Machine handheld dynamo. This was a twist detonator for electrical blasting caps, and rather predictably is shown as a remote control in the game rather than requiring a prima cord.]]&lt;br /&gt;
[[File:CODWAW TNT (2).jpg|thumb|none|600px|Two deployed TNT charges.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 hand grenade==&lt;br /&gt;
The [[Type 97 hand grenade]] is the main Japanese hand grenade.&lt;br /&gt;
[[Image:Japanese-type97-grenade.jpg|thumb|none|150px|Type 97 hand grenade]]&lt;br /&gt;
[[File:CODWAW Type97grenade.jpg|thumb|none|600px|Miller about to throw a Type 97 grenade.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 37==&lt;br /&gt;
German soldiers defend the Reichstag-Building with various 8.8 cm FlaK 37 AA-Guns. The models are the same as in [[Call of Duty 3]].&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[file:CoDWaW Flak 1.jpg|thumb|none|600px|As usual the 88 is missing the loading tray: this is actually fairly correct, as while the 88mm FlaKs were designed to be semi-automatic with shells placed in the tray and loaded by the automatic rammer as the gun recoiled, it was found that the crew could manually load them more quickly and the loading tray was seldom fitted in the field.]]&lt;br /&gt;
[[file:CoDWaW Flak 2.jpg|thumb|none|600px|Note the pointer dials, this is part of the AA gun laying system which distinguishes the 37 from the 36 or 18.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Pak 43/41==&lt;br /&gt;
At the beginning of the mission &amp;quot;Heart of the Reich&amp;quot; Soviet soldiers fire two [[8.8 cm Pak 43|8.8 cm Pak 43/41]]s at the Reichstag building. Unfortunately, the gun breech on the model is static and there is no model for the round they are inserting, leading to the disagreeable impression that the player has encountered a group of elite Soviet combat mimes.&lt;br /&gt;
[[Image:8.8 cm PaK 43 41.jpg|thumb|none|450px|8.8 cm Pak 43/41 anti-tank gun on split-trail mount - 88x822mm R]]&lt;br /&gt;
[[file:CoDWaW pak43 1.jpg|thumb|none|600px|Pvt. Petrenko looks at Soviet soldiers shelling the Reichstag with the Pak 43/41.]]&lt;br /&gt;
[[file:CoDWaW pak43 2.jpg|thumb|none|600px|The other Pak 43/41.]]&lt;br /&gt;
&lt;br /&gt;
==B-4 M1931 howitzer==&lt;br /&gt;
Archive footage in the game shows several of these 18-ton 203mm howitzers during the introduction to the Soviet campaign's Berlin levels; they are seen being used in the direct fire role, shooting down streets with their barrels level. They do not appear during gameplay.&lt;br /&gt;
[[Image:B-4small.jpg|thumb|none|450px|Soviet B-4 M1931 howitzer - 203mm]]&lt;br /&gt;
[[file:CoDWaW m1931.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Some [[Bofors 40mm]] AA guns are seen on the map &amp;quot;Battery&amp;quot;.&lt;br /&gt;
[[Image:Bofors40Quad.jpg|thumb|none|400px|Bofors 40mm L/60 quad mounting - 40x311mmR]]&lt;br /&gt;
[[file:CODWAW bofors.jpg|thumb|none|600px|The Bofors in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 1 47mm Anti-Tank Gun==&lt;br /&gt;
Japanese soldiers use several Type 1 47mm Anti-Tank Guns in the singleplayer campaign mission &amp;quot;Hard Landing&amp;quot; and &amp;quot;Relentless&amp;quot;. These guns were used in the ''1936-1939 The Spanish Civil War'' mod for [[Call of Duty 2]] as usable AT guns.&lt;br /&gt;
[[Image:Japanese Type 1 Anti-Tank gun.JPG|thumb|none|450px|Type 1 anti-tank gun at the US Army Museum in Honolulu - 47x285mm R]]&lt;br /&gt;
[[File:CoDWaW Japanska artiljerija.jpg|thumb|none|600px|A Type 1 in the mission &amp;quot;Hard Landing&amp;quot;.]]&lt;br /&gt;
[[File:CoDWaW type at.jpg|thumb|none|600px|Japanese soldier operating the AT gun the level &amp;quot;Relentless&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Type 3 200mm 'short' naval gun==&lt;br /&gt;
A Type 3 200mm naval gun must be destroyed in the singleplayer mission &amp;quot;Relentless&amp;quot;. The naval gun can be seen also on some multiplayer maps.&lt;br /&gt;
[[Image:Type3ShortNavalgun.jpg|thumb|none|400px|Type 3 200mm 'short' naval gun.]]&lt;br /&gt;
[[file:CODWAW navalgun1.jpg|thumb|none|600px|The naval gun on the map &amp;quot;Cliffside&amp;quot;.]]&lt;br /&gt;
[[file:CODWAW navalgun2.jpg|thumb|none|600px|Right view of the same gun.]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 AT / AA Gun==&lt;br /&gt;
Japanese [[Type 96 25 mm AT/AA Gun]]s in triple mountings, referred to as Triple 25 by the game, can be seen in several of the Pacific levels and commandeered by the player sometimes; per series traditions for large crew-served weapons, the gun has infinite ammunition (rather than 15-round magazines for each gun) and the player character is able to substitute for a nine-man crew by themselves.&lt;br /&gt;
[[Image:Type96AAGun.jpg|thumb|none|450px|Japanese Type 96 AT / AA Gun on triple mount - 25x163mm]]&lt;br /&gt;
[[File:CoDWaW type96aa 1.jpg|thumb|none|600px|The AA-Gun in the level &amp;quot;Relentless&amp;quot;.]]&lt;br /&gt;
[[File:CoDWaW type96aa 2.jpg|thumb|none|600px|Another gun in the same level being fired by soldiers.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 81-mm Infantry Mortar==&lt;br /&gt;
The [[Type 97 Infantry Mortar|Type 97 Mortar]] is used by Japenese soldiers in the missions &amp;quot;Hard Landing&amp;quot;, &amp;quot;Burn 'em out&amp;quot; and &amp;quot;Breaking Point&amp;quot;. When Miller picks up a Japanese Mortar shell it turns into an American M43a1 shell.&lt;br /&gt;
[[Image:Type 97 Mortar.jpg|thumb|none|400px|Type 97 81-mm Infantry Mortar.]]&lt;br /&gt;
[[File:CoDWaW mortar 1.jpg|thumb|none|600px|A mortar in &amp;quot;Burn 'em out&amp;quot;.]]&lt;br /&gt;
[[File:CoDWaW mortar 2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:CoDWaW mortarshell1.jpg|thumb|none|600px|Miller looks at some Type 100 shells in &amp;quot;Breaking Point&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The player first acquires an [[M2 Flamethrower]] from the hands of a fallen Marine who is killed trying to clear a machine gun nest in &amp;quot;Hard Landing&amp;quot;. In the levels &amp;quot;Burn Em' Out&amp;quot; and &amp;quot;Blowtorch and Corkscrew&amp;quot;, Miller (rather appropriately) starts with the weapon. In The Eastern Front missions &amp;quot;Vendetta&amp;quot;, &amp;quot;Heart of the Reich&amp;quot; and &amp;quot;Downfall&amp;quot;, German soldiers use the M2, standing for the more accurate [[Flammenwerfer 35]].  It has infinite fuel, but to prevent endless streams of fire the weapon is managed by an overheat gauge; firing for too long will fill the gauge, at which point the weapon will refuse to fire until it has cooled down.&lt;br /&gt;
[[file:M2 Flamethrower.jpg|thumb|none|450px|M2 Flamethrower]]&lt;br /&gt;
[[file:CODWAW M2flamethrower (1).jpg|thumb|none|600px|Equipping the M2 Flamethrower.]]&lt;br /&gt;
[[file:CODWAW M2flamethrower (2).jpg|thumb|none|600px|The flamethrower in idle.]]&lt;br /&gt;
[[file:CODWAW M2flamethrower (3).jpg|thumb|none|600px|Setting fire to some foliage.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ruger_Single_Six_/_Ruger_Vaquero&amp;diff=1402359</id>
		<title>Ruger Single Six / Ruger Vaquero</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ruger_Single_Six_/_Ruger_Vaquero&amp;diff=1402359"/>
		<updated>2021-03-01T23:16:46Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Riding the wave of cowboy adventures and shows in the then 'new media' of television in the 1950s, Sturm Ruger Co. introduced a series of [[Single Action Army]] revolvers similar to the original Colt series.  They initially created the Ruger '''Single Six''' which was a single action revolver outwardly similar to the Colts, however, the interiors were built like 20th century revolvers, thus cutting production costs.  The later Ruger Single Six Revolvers has adjustable sights and was technically the inspiration for the later Blackhawk revolvers.  In the early 1990s, Ruger introduced a fixed sight version of their cowboy style six shooter, called the '''Vaquero'''.  The primary trait that distinguishes the more modern Vaqueros from the post-1960s Single Six revolvers is the fixed rear sight.&lt;br /&gt;
&lt;br /&gt;
Like other SAA manufacturers, the Ruger revolver is sometimes used as a Colt impersonator in films and television shows.  Though it is extremely close to the Colt Single Action Army, the Ruger has slight design elements that distinguish it from the Colt, most obviously the Ruger logo-marked grips. Other notable differences are 2 pins on the frame versus the SAA's 3, and a transfer bar instead of the SAA's hammer-mounted fixed firing pin.&lt;br /&gt;
&lt;br /&gt;
The Ruger Single Six or Ruger Vaquero Single Action Revolver has been seen in the following used by the following actors:&lt;br /&gt;
&lt;br /&gt;
=Ruger Single Six=&lt;br /&gt;
[[Image:Early-Ruger-Old-Model-Single-Six-Revolver.jpg|400px|thumb|right|Early Ruger Single Six (known as the &amp;quot;old Model&amp;quot;) - .22 LR.  This was the first entry by Ruger into the SAA market and was a total success.  The flat top/3 screw version was built between 1953-1962.]]&lt;br /&gt;
[[Image:Ruger single six 32.jpg|400px|thumb|right|Ruger Single Six - .32 H&amp;amp;R Magnum]]&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
''(1953 - present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Single-action revolver&lt;br /&gt;
&lt;br /&gt;
'''Barrel Lengths:''' 	4⅝, 5½, 6½, 7½, 9½ &lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' .22 LR, .22 WMR, .17 HMR&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 6-round cylinder&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' SA Revolver&lt;br /&gt;
&lt;br /&gt;
----&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;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;
| ''[[Dawn of the Dead (1978)|Dawn of the Dead]]'' || [[David Emge]] || Stephen ||  || 1978&lt;br /&gt;
|-&lt;br /&gt;
| ''[[They Live]]'' ||  || Bank Guard ||  || 1988&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Juice]]'' || [[Victor Campos]] || Fernando Quiles ||  || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Juice]]'' || [[Tupac Shakur]] || Roland Bishop ||  || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blue Tiger]]'' || [[Dean Hallo]] || Henry Soames ||  || 1994&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ruger Vaquero=&lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|right|400px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|right|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
''(1985 - present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Revolver&lt;br /&gt;
&lt;br /&gt;
'''Barrel Lengths:''' 3 3⁄4 in (95 mm),4 5⁄8 in (120 mm),4 3⁄4 in (120 mm), 5 1⁄2 in (140 mm) and 7 1⁄2 in (190 mm) &lt;br /&gt;
&lt;br /&gt;
'''Caliber:'''  .357 Magnum, .38 Special, .44WCF, .44 Magnum, .45 Colt&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 6-round cylinder&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' SA Revolver&lt;br /&gt;
&lt;br /&gt;
----&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;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;
|''[[3000 Miles to Graceland]]''||Alex Green||police officer||||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Texas Chainsaw Massacre (2003)]]'' || [[R. Lee Ermey]] || Sheriff Hoyt ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Texas Chainsaw Massacre: The Beginning]]'' || [[Lew Temple]] || Sheriff Hoyt ||  || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Texas Chainsaw Massacre: The Beginning]]'' || [[R. Lee Ermey]] || Sheriff Hoyt ||  || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Steve Niles' Remains]]'' ||  || Rouge Army soldier ||  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3|''[[Mad Max: Fury Road]]'' || [[Hugh Keays-Byrne]] || Immortan Joe ||  || rowspan=3|2015&lt;br /&gt;
|-&lt;br /&gt;
|[[Nathan Jones]] || Rictus Erectus ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Nicholas Hoult]] || Nux ||&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 / Episode'''&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;100&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Top Shot - Season 4]]'' / &amp;quot;Sweating Bullets&amp;quot; (S4E1)||Various||Various|| ||2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&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;300&amp;quot;|'''Game 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;
|-&lt;br /&gt;
| ''[[Fallout: New Vegas]]'' ||&amp;quot;.357 Revolver&amp;quot; &amp;amp; &amp;quot;Lucky&amp;quot; ||  ||  || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Payday 2]]'' || &amp;quot;Peacemaker .45&amp;quot; || 7.5&amp;quot; barrel, options of 4.62&amp;quot; or 12&amp;quot; barrel and stock || New Vaquero, added with 2015 DLC || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || Ruger New Vaquero ||wood grips  ||New Vaquero || 2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Ruger]] - A list of all firearms manufactured by Ruger.&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1402358</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=1402358"/>
		<updated>2021-03-01T23:11:17Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Thompson M1928(*) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PS4, Xbox One, Nintendo Switch&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC.&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;
===Weapons===&lt;br /&gt;
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). Later updates and DLCs added grenade and melee weapon slots in addition to the original two. Primaries consist of assault, battle, and semi-auto rifles (all grouped together as &amp;quot;assault rifles&amp;quot;), shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few &amp;quot;special&amp;quot; weapons like miniguns, bows, and grenade launchers. Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles (the latter classed as SMGs), and again a few &amp;quot;special&amp;quot; weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, &amp;quot;9mm lager&amp;quot;, and 5.56). Weapons can not be changed during gameplay.&lt;br /&gt;
&lt;br /&gt;
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming. The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats. While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber (such as the Kel-Tec SUB2000 and Jericho 941), with certain pistols being much more powerful than large-caliber assault rifles and shotguns.&lt;br /&gt;
&lt;br /&gt;
Most firearms in Payday 2 are capable of performing a (usually) faster reload when the magazine is not emptied in addition to reloading from empty. Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.&lt;br /&gt;
&lt;br /&gt;
Update #65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons. It also gave weapons with translucent magazines (such as the P90 and G36K) visible bullets that deplete as the weapon is fired.&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, weapons are not granted upon leveling up. Weapons are instead unlocked for ''purchase'' by leveling up, and must then be bought with money, though money earned from heists 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 modifications.&lt;br /&gt;
&lt;br /&gt;
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while others are specific to one weapon. Sights can have their reticles customized.&lt;br /&gt;
&lt;br /&gt;
Special ammunition is also treated as a modification. Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies (depending on the ammunition) from incendiary rounds to shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
Mods are acquired from random drops at the end of the heist (mods that can be acquired this way can also be acquired by spending the &amp;quot;Continental Coins&amp;quot; in-game currency) or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements. An additional fee must be paid from the player's spending cash to equip a modification (except for a select few), although mods can be removed from the weapon and returned to the player's inventory for free.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
As of update 61, it is now possible to dual-wield (or Akimbo) a select few of the handguns in-game. The Akimbo handguns are used as primary weapons. It is not possible to akimbo all handguns or a combination of two different pistols. &lt;br /&gt;
&lt;br /&gt;
The handguns that can be dual-wielded are listed below in their respective entry.&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears as the &amp;quot;Chimano 88&amp;quot; (presumably a reference to the &amp;quot;Pistol 88&amp;quot; designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game.&lt;br /&gt;
&lt;br /&gt;
It is slightly less accurate and damaging than most other 9mm pistols, but has a large reserve ammo pool and good concealment. It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (Generation 3) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G17 left.jpg|thumb|none|600px|Note the extended magazine base plate that's not factored into the weapon's capacity. Also note that the pistol lacks markings on the slide.]]&lt;br /&gt;
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]]&lt;br /&gt;
[[file:PD2 G17 holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 G17 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]]&lt;br /&gt;
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]]&lt;br /&gt;
[[file:PD2 G17 reloading3.jpg|thumb|none|600px|...and hitting the slide release. This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.]]&lt;br /&gt;
[[file:PD2 G17 cops.jpg|thumb|none|500px|A regular Police Officer with a Glock 17. Note the attached (and low quality) Streamlight TLR 1 weaponlight; they never actually use it. These types of cops are also occasionally seen with the [[Taurus Raging Bull]].]]&lt;br /&gt;
[[file:PD2 G17 shield.jpg|thumb|none|500px|A shield cop with his Glock 17; like regular cops, they never use the weaponlight. This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine into the first Glock 17...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading2.jpg|thumb|600px|none|...then the second...]] &lt;br /&gt;
[[File:PD2 G17 Akimbo reloading3.jpg|thumb|600px|none|...then chambering said rounds. While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] appears as the &amp;quot;Crosskill&amp;quot;, unlocked at reputation level 2. It holds 10 rounds in a 7 or 8-round magazine. Modifying it with the &amp;quot;12rnd Mag.&amp;quot; modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.&lt;br /&gt;
&lt;br /&gt;
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms. It can be configured both for stealth and for all-out gun fights.&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP]]&lt;br /&gt;
[[File:PD2 1911 left.jpg|thumb|none|600px|Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.]]&lt;br /&gt;
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. At full size, the markings can be read; the slide says &amp;quot;CROSSKILL OPERATOR II&amp;quot;, the chamber features a caution to read the user manual, and the frame reads &amp;quot;CROSSKILL TACTICAL, NY USA&amp;quot;, and &amp;quot;C02012&amp;quot; beneath it (presumably the serial number).]]&lt;br /&gt;
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]]&lt;br /&gt;
[[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the &amp;quot;dry&amp;quot; magazine. As is common in video games, bullets are still visible in in it.]]&lt;br /&gt;
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]]&lt;br /&gt;
[[file:PD2 1911LO misc2.jpg|thumb|none|600px|Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore! The trigger discipline is excellent however.]]&lt;br /&gt;
[[File:PD2 1911LO misc.jpg|thumb|600px|none|The Lightweight Operator on a loading screen.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 1911LO Akimbo.jpg|thumb|600px|none|[[Grand Theft Auto: San Andreas|2 Number 45's, one with cheese...]]]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo holding.jpg|thumb|600px|none|Bonnie takes her two Operators out to pick up her dry cleaning.]] &lt;br /&gt;
[[File:PD2 1911LO Akimbo misc1.jpg|thumb|600px|none|Inspecting the Lightweight Operators. Note that the grip-safety isn't depressed, which would prevent the gun from firing. Also note that Bonnie is bending her thumbs freakishly far.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot;, unlocked at level 6. It has an incorrect 14-round capacity instead of 15. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday (though the Payday 2 version is not suppressed by default).&lt;br /&gt;
&lt;br /&gt;
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm]]&lt;br /&gt;
[[File:PD2 92FS left.jpg|thumb|none|600px|Note that for some reason it is modelled with [[Beretta 92 pistol series#Beretta Model 92S|Beretta Model 92S]] grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.]]&lt;br /&gt;
[[File:PD2 92FS right.jpg|thumb|none|600px|The other side is a garbled mess of fake manufacturing marks.]]&lt;br /&gt;
[[file:PD2 92FS holding.jpg|thumb|none|600px|Dallas takes his Beretta on a walk.]]&lt;br /&gt;
[[file:PD2 92FS iron sights.jpg|thumb|none|600px|Iron sights. The Bernetti 9 is one of the few guns in the game with functioning night sights.]]&lt;br /&gt;
[[file:PD2 92FS reloading1.jpg|thumb|none|600px|Reloading. About to insert a fresh mag...]]&lt;br /&gt;
[[file:PD2 92FS reloading2.jpg|thumb|none|600px|...hitting the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 92FS Akimbo.jpg|thumb|none|600px|John Woo? Never heard of him.]]&lt;br /&gt;
[[File:PD2 92FS Akimbo misc1.jpg|thumb|600px|none|Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] is unlocked at level 29 and, similarly to its appearance in the first game's &amp;quot;Wolf Pack&amp;quot; DLC, is known as the &amp;quot;STRYK 18c&amp;quot;. It features a high rate of fire, decent damage, and low accuracy. It holds 20 rounds in a 19 round magazine, and fires at a too-slow 900RPM. Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD2 G18 left.jpg|thumb|none|600px|Note the fire-selector on the slide.]]&lt;br /&gt;
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]]&lt;br /&gt;
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]]&lt;br /&gt;
[[file:PD2 G18 iron sights.jpg|thumb|none|600px|Iron sights, as pedestrian as they come.]]&lt;br /&gt;
[[file:PD2 G18 reloading.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a &amp;quot;C&amp;quot; model.]]&lt;br /&gt;
[[File:PD2 G18 misc1.jpg|thumb|600px|none|The Glock 18C fitted with a FAB Defense GLR-440 stock. This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the &amp;quot;Deagle&amp;quot; in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.&lt;br /&gt;
&lt;br /&gt;
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]]&lt;br /&gt;
[[File:PD2 DE left.jpg|thumb|none|600px|Like the Glock 17, the Desert Eagle has no markings on the slide.]]&lt;br /&gt;
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]]&lt;br /&gt;
[[file:PD2 DE holding.jpg|thumb|none|600px|Dallas admires some graffiti with his Eagle. Note that it is possible to see a bullet inside the gun if the back end is closely inspected.]]&lt;br /&gt;
[[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]]&lt;br /&gt;
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]]&lt;br /&gt;
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.]]&lt;br /&gt;
[[file:PD2 DE misc2.jpg|thumb|none|600px|The Desert Eagle modified into a ridiculous mall ninja's dream gun. The can at the end of the barrel is a makeshift oil filter suppressor. Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]]&lt;br /&gt;
[[File:PD2 DE Akimbo misc1.jpg|thumb|600px|none|John Wick preparing to sprain his wrists.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45 Tactical(*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP45 Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot;, automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). &lt;br /&gt;
&lt;br /&gt;
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&amp;amp;W versions of the USP.]]&lt;br /&gt;
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]]&lt;br /&gt;
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]]&lt;br /&gt;
[[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]]&lt;br /&gt;
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]]&lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - .40 S&amp;amp;W. The Jet-Funnel mag-well extension is proper for the USP in this caliber.]]&lt;br /&gt;
[[File:PD2 USP E left.jpg|thumb|600px|none|The USP45 Tactical becomes a USP Expert if fitted with the &amp;quot;Expert Slide&amp;quot;.]]&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:PD2 USP M right.jpg|thumb|600px|none|It can also be turned into an USP Match with the &amp;quot;Match Slide&amp;quot;. Fitting this mod on the pistol will give the slide a stainless finish.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 USP Akimbo.jpg|thumb|600px|none|When you need to tactically intercept more things, always double up.]]&lt;br /&gt;
[[File:PD2 USP Akimbo reloading.jpg|thumb|600px|none|The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C(*)==&lt;br /&gt;
The [[Glock 22|Glock 22C]] was added in the Election Day update as the &amp;quot;Chimano Custom&amp;quot;, available to all members of the official Payday 2 Steam group.  It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.&lt;br /&gt;
&lt;br /&gt;
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&amp;amp;W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]]&lt;br /&gt;
[[File:PD2 G22 right.jpg|thumb|none|600px|As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate. Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.]]&lt;br /&gt;
[[File:PD2 G22 holding.jpg|thumb|600px|none|Bodhi with his Glock 22C at the range.]] &lt;br /&gt;
[[File:PD2 G22 iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic front sight, which sadly does not glow in the dark.]] &lt;br /&gt;
[[File:PD2 G22 reloading.jpg|thumb|600px|none|Reloading. Note the cuts in the barrel, indicating it is a &amp;quot;C&amp;quot; model.]] &lt;br /&gt;
Modifying the &amp;quot;Chimano Custom&amp;quot; with the Long Slide produces a Glock 35.&lt;br /&gt;
[[File:G35.jpg|thumb|none|350px|Glock 35 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:PD2 G22 misc1.jpg|thumb|none|600px|Note the titanium-nitride coated vented-barrel. A vented barrel would make a suppressor useless, but it works just fine in-game.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 G22 Akimbo.jpg|thumb|600px|none|It's not easy being somewhat green, so having a friend always helps.]]&lt;br /&gt;
[[File:PD2 G22 Akimbo holding.jpg|thumb|600px|none|Getting bored using just one Glock 22C, Bodhi pulls out another one.]] &lt;br /&gt;
[[File:PD2 G22 Akimbo reloading.jpg|thumb|600px|none|After some very inaccurate blasting, Bodhi reloads his Glock 22Cs. Here the cuts in the slide are obvious. Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26(*)==&lt;br /&gt;
On the seventh day of the Crimefest event (October 22nd 2014), [[John Wick]] himself jumped aboard as a playable heister and brought his trusted [[Glock 26]] along for the ride. Renamed the &amp;quot;Chimano Compact&amp;quot;, it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior. It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact - 9x19mm]]&lt;br /&gt;
[[File:Payday2 GL26 preview.jpg|thumb|none|600px|Wick's unsullied default Glock 26. Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.]]&lt;br /&gt;
[[File:Payday2 GL26 sights.jpg|thumb|none|600px|Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature .40 and Crosskill. It can reliably put a round into a SWAT helmet around 10 meters (demonstrated by the poor bastard under the bead) without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.]]&lt;br /&gt;
[[File:Payday2 GL26 cerakote.jpg|thumb|none|600px|The unique Striking upgrades (body kit, slide, magazine) turn the gun into a &amp;quot;Tier 1&amp;quot; custom version from Salient Arms International. It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish. The end result is a welcome upgrade to both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common .44 revolver.]]&lt;br /&gt;
[[File:Payday2 GL26 attachments.jpg|thumb|none|600px|Looks like this tactical custom was created at an fictious &amp;quot;Chimano Custom Shop&amp;quot; instead of the real-life Salient Arms. The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go. Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way. The stock slide also has a small stamp on top of the bolt with the letters &amp;quot;AT&amp;quot; and the Overkill bomb logo - perhaps a modeler's signature.]]&lt;br /&gt;
[[File:Payday2 GL26 reload.jpg|thumb|none|600px|Dallas rallies his burly crew during an armored car ambush. When the slide locks back, the upgraded barrel is revealed to have heat-dissipating baffles all the way around it - another optional SAI custom order. Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight. Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games. This was the only pistol in-game to be properly shown with it until the H&amp;amp;K P30L was added to the game.]]&lt;br /&gt;
[[File:Payday2 GL26 fired.jpg|thumb|none|600px|The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used. Note the small US flag on the back of the upgraded slide.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:Payday2 GL26-A fired.jpg|thumb|none|600px|John Wick whips up a rampage inside a gangster stronghold. A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity. That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.]]&lt;br /&gt;
[[File:Payday2 GL26-A loaded.jpg|thumb|none|600px|Chambers full? Check.]]&lt;br /&gt;
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK(**)==&lt;br /&gt;
The [[Walther PPK]] appears as the &amp;quot;Gruber Kurz&amp;quot;, part of the Armored Transport DLC. It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser. This was later followed by the Glock series' own laser grip.&lt;br /&gt;
&lt;br /&gt;
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth. The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real .32 PPK's.&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|The Gruber Kurz in all its glory. The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]]&lt;br /&gt;
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]]&lt;br /&gt;
[[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]]&lt;br /&gt;
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|Tugging the slide to release it. This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.]]&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]]&lt;br /&gt;
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] &lt;br /&gt;
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] &lt;br /&gt;
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R(**)==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the &amp;quot;Signature .40&amp;quot; added by the Gage Weapon Pack #01 DLC. Stat-wise it is a generally superior version of the Crosskill pistol, only suffering in total ammo capacity and pickup rate. By default, it holds 12 rounds (one less than the real .40 version). Its extended magazine, which ups the capacity to 20 rounds, unusually has no concealment penalty (unlike those for most weapons).&lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&amp;amp;W model.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|It's some lovely extra work that we on IMFDB appreciate.]]&lt;br /&gt;
[[file:PD2 P226 holding.jpg|thumb|none|600px|Dallas has an internal debate on whether to remove these old moving boxes with some .40 S&amp;amp;W.]]&lt;br /&gt;
[[file:PD2 P226 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 P226 reloading1.jpg|thumb|none|600px|Reloading. Dropping the dry magazine. If you take a closer look right under the gun you can see the magazine. It has some very strange-looking bullets modeled in it.]]&lt;br /&gt;
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]]&lt;br /&gt;
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;(**)==&lt;br /&gt;
The [[Mauser C96]] appears as the &amp;quot;Broomstick&amp;quot;, added with the Gage Historical Pack DLC and unlocked at level 23. A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.&lt;br /&gt;
&lt;br /&gt;
It has high damage and the ability to mount a scope, but low total ammo capacity, poor accuracy, and slow reloads limit its usefulness. &lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] &lt;br /&gt;
[[File:PD2 C96 right.jpg|thumb|600px|none|On the right, the original Mauser text is replaced by &amp;quot;Machinewerk Übertöten M1916&amp;quot;, which translates to &amp;quot;Machine Work Overkill M1916&amp;quot;.]] &lt;br /&gt;
[[File:PD2 C96 holding.jpg|thumb|600px|none|Wolf decides to take his recently acquired antique to the range.]] &lt;br /&gt;
[[File:PD2 C96 iron sights.jpg|thumb|600px|none|Iron sights, tiny and very fitting of the era.]]&lt;br /&gt;
[[File:PD2 C96 reloading1.jpg|thumb|600px|none|Reloading. Inserting a clip with ten rounds, note the clipping (ho ho). This is a bug that sometimes occurs, and is not an inherent flaw with the animation]] &lt;br /&gt;
[[File:PD2 C96 reloading2.jpg|thumb|600px|none|After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery. This is not the best idea as the clip would probably only break, causing a jam.]] &lt;br /&gt;
[[File:PD2 C96 misc4.jpg|thumb|600px|none|Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip (regardless of how many rounds are still in the magazine); they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the advised way of reloading a C96.]]  &lt;br /&gt;
[[file:C96carbine.jpg|thumb|500px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|500px|none|Mauser C96 with detachable holster/stock - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc1.jpg|thumb|600px|none|Modifying the C96 with the &amp;quot;Precision Barrel&amp;quot; and &amp;quot;Holster Stock&amp;quot; turns it into a hybrid [[C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|Mauser C96 carbine]]. It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.]] &lt;br /&gt;
[[file:MauserM712Schnellfeuer.jpg|thumb|350px|none|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:PD2 C96 misc2.jpg|thumb|600px|none|Fitting the C96 with the extended magazine (giving it 20 rounds) makes it resemble the [[Mauser M712 Schnellfeuer]]. The reload animation still shows the character only loading ten rounds.]] &lt;br /&gt;
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas &amp;quot;Star Wars Episode V Han Solo Blaster&amp;quot;]]&lt;br /&gt;
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the &amp;quot;Damper.L 44 Nozzle&amp;quot; makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while the arctic Russian scenery provides a nice stand-in for Hoth. The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments. The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie. Modifying the weapon with these attachments gives the player the &amp;quot;So Uncivilized&amp;quot; achievement (a reference to one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;(**)==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the &amp;quot;LEO Pistol&amp;quot;, added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; was originally a Croatian design (as the HS2000). It has a 19-round magazine, which is correct for the 9mm version. The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.&lt;br /&gt;
&lt;br /&gt;
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; with 4.5 inch barrel - .45 ACP]]&lt;br /&gt;
[[File:PD2 XDM left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XDM right.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; is erroneously shown with an ambidextrous slide release and takedown lever(!)]] &lt;br /&gt;
[[File:PD2 XDM holding.jpg|thumb|600px|none|Chains with his XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] &lt;br /&gt;
[[File:PD2 XDM iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 XDM reloading1.jpg|thumb|600px|none|Reloading. Releasing the empty mag.]] &lt;br /&gt;
[[File:PD2 XDM reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 XDM reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:XDM 5.25 Two-tone .40 S&amp;amp;W.jpg|thumb|none|400px|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; 5.25 with two-tone finish – .40 S&amp;amp;W. To show the 5.25 slide.]]&lt;br /&gt;
[[File:PD2 XDM misc1.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Long Slide&amp;quot;, it's not actually as long as a real 5.25 slide.]] &lt;br /&gt;
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4&amp;quot; ported XD slide.]]&lt;br /&gt;
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; fitted with the &amp;quot;Custom Slide&amp;quot;. Note &amp;quot;5.25&amp;quot; on the the 4&amp;quot; XD slide.]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 PL(**)==&lt;br /&gt;
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the &amp;quot;Baby Deagle&amp;quot; (referencing Magnum Research's marketing of the Jericho as a &amp;quot;Baby Eagle&amp;quot;), though its markings claim it to be a &amp;quot;Sparrow 941 RPL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&amp;amp;W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. &lt;br /&gt;
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]]&lt;br /&gt;
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer1.jpg|thumb|none|600px|Note the threaded extended barrel. It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.]]&lt;br /&gt;
[[File:PD2 941 RPL trailer2.jpg|thumb|600px|none|Bodhi decocking the Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL right.jpg|thumb|600px|none|Note the threaded barrel. The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.]]&lt;br /&gt;
[[File:PD2 941 RPL left.jpg|thumb|600px|none|9x19 is stamped on the ejection port.]]&lt;br /&gt;
[[File:PD2 941 RPL holding.jpg|thumb|600px|none|Bodhi goes outside to shed some literal light on his weird franken-Jericho.]]&lt;br /&gt;
[[File:PD2 941 RPL iron sights.jpg|thumb|600px|none|Iron sights, simple and effective.]]&lt;br /&gt;
[[File:PD2 941 RPL reloading.jpg|thumb|600px|none|Reloading. Inserting a new magazine. This animation was initially unique to this pistol, but was later reused on the PL-14.]]&lt;br /&gt;
[[file:Jericho 941 F stainless.jpg|thumb|350px|none|Stainless IMI Jericho 941 F (note decocker on frame) - 9x19mm]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left1.jpg|thumb|600px|none|The Jericho 941 RPL can be modified with the &amp;quot;Spike Kit&amp;quot; which turns it into an older steel framed [[Jericho 941|Jericho 941 F]].]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CB.941.Poseidon.JPG|thumb|350px|none|A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the &amp;quot;Spike Grip&amp;quot; to the aforementioned &amp;quot;Spike Kit&amp;quot; will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]]&lt;br /&gt;
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov Concern PL-14 Lebedev==&lt;br /&gt;
&lt;br /&gt;
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the &amp;quot;White Streak&amp;quot;. It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its &amp;quot;Extended Magazine&amp;quot; mod only bringing it to 14 rounds. Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm (which is the only caliber available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.&lt;br /&gt;
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]]&lt;br /&gt;
[[File:PD2 PL14 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PL14 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 PL14 reloading1.jpg|thumb|600px|none|Reloading. Inserting a magazine with no bullets. Bullets were later added in a patch.]] &lt;br /&gt;
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] &lt;br /&gt;
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a &amp;quot;prototype&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30L(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P30L]] was added in the John Wick Weapon Pack DLC as the &amp;quot;Contractor&amp;quot;. The markings on its model proclaim it to be an &amp;quot;SG Master&amp;quot;. It is the ''only'' weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.&lt;br /&gt;
&lt;br /&gt;
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.&lt;br /&gt;
[[Image:HK P30L.jpg|thumb|none|350px|Heckler &amp;amp; Koch P30L - 9x19mm]]&lt;br /&gt;
[[File:PD2 P30L left.jpg|thumb|600px|none|A nice clean texture...]] &lt;br /&gt;
[[File:PD2 P30L right.jpg|thumb|600px|none|...that someone smudged up.]]&lt;br /&gt;
[[File:PD2 P30L holding.jpg|thumb|600px|none|Wick preparing to enter the range with his P30L.]] &lt;br /&gt;
[[File:PD2 P30L irons.jpg|thumb|600px|none|Sighting up a target.]] &lt;br /&gt;
[[File:PD2 P30L reloading1.jpg|thumb|600px|none|After some blasting, Wick runs out of ammo and reloads. First he flicks out the magazine with a super tacticool magflip.]] &lt;br /&gt;
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] &lt;br /&gt;
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|Then finishing by racking the slide. An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.]] &lt;br /&gt;
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the &amp;quot;Contractor Compensator&amp;quot;, &amp;quot;Tritium Sights&amp;quot;, and &amp;quot;Extended Magazine&amp;quot;. Note that the &amp;quot;tritium sights&amp;quot; are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] &lt;br /&gt;
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 P30L Akimbo reloading.jpg|thumb|600px|none|Just about to flick the slide releases on the P30Ls.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN(*)==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN FDE]] with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the &amp;quot;5/7 AP&amp;quot; for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as some of the game's magnums and revolvers, but only packs three magazines worth of ammunition. The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-round magazine and 19 in the optional 30-rounder.&lt;br /&gt;
&lt;br /&gt;
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE - FN 5.7×28mm.]]&lt;br /&gt;
[[File:PD2 Five-seveN left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Five-seveN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 FN57 1.jpg|thumb|none|600px|Jiro looking at some garbage with his Five-seveN.]]&lt;br /&gt;
[[File:PD2 FN57 2.jpg|thumb|none|600px|Aiming the FN57.]]&lt;br /&gt;
[[File:PD2 FN57 4.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[File:PD2 FN57 3.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:PD2 FN57 5.jpg|thumb|none|600px|John releasing the slide on an customized empty Five-seveN after seeing off some unwanted cops.]]&lt;br /&gt;
[[File:PD2 FN57 6.jpg|thumb|none|600px|Inspecting the aformentioned custom nitride-treated barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40. Known in-game as the &amp;quot;Parabellum&amp;quot;, it boasts ludicrously high stopping power for a 9x19mm piece, on par with the Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.&lt;br /&gt;
&lt;br /&gt;
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels which, rarely for PD2 weapon mods, do not affect stats.&lt;br /&gt;
&lt;br /&gt;
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PD2 P08.jpg|thumb|600px|none|The left side of the P08...]] &lt;br /&gt;
[[File:PD2 P08 right.jpg|thumb|600px|none|...and the right side.]]&lt;br /&gt;
[[File:PD2 P08 hold.jpg|thumb|600px|none|Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.]]&lt;br /&gt;
[[File:PD2 P08 sight.jpg|thumb|600px|none|Iron sights. These are tiny and barely visible in the dark.]]&lt;br /&gt;
[[File:PD2 P08 view left.jpg|thumb|600px|none|Hoxton admires the quality of pre-WWI German engineering.]]&lt;br /&gt;
[[File:PD2 P08 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]]&lt;br /&gt;
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist &amp;quot;The Diamond&amp;quot; (added along with the aforementioned WWII Weapon Pack) feature unusable [[Colt M1911A1]]s.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The [[Colt Defender]] was added to the game on Day 7 of the 10-day Locke and Load community event as the &amp;quot;Crosskill Guard&amp;quot;. For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired. It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which (the &amp;quot;Ergonomic Grip&amp;quot;) is the Hogue Officer's Model rubber grip shown in the image of the real thing below.&lt;br /&gt;
[[Image:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender with Hogue Officer's Model rubber grip - 9x19mm]]&lt;br /&gt;
[[File:PD2 Springfield Compact.jpg|thumb|602px|none|The model of the &amp;quot;Crosskill Guard&amp;quot;, its name displayed prominently on the slide, which also has the Colt Defender's signature &amp;quot;flat face&amp;quot; and large, flush muzzle.]] &lt;br /&gt;
[[File:PD2 Springfield Compact right.jpg|thumb|602px|none|The other side. Note that the slide seems a bit too tall.]]&lt;br /&gt;
[[File:PD2 Springfield Compact hold.jpg|thumb|602px|none|Hoxton decides to test his new subcompact piece out on the safe house's range. Note the cocked down hammer. In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO. This has since been corrected in the patch that came with Day 8 of the Locke and Load event, as in the other shots.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight.jpg|thumb|602px|none|The Defender's iron sights.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left.jpg|thumb|602px|none|Admiring the details of the unpatched Defender.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right.jpg|thumb|602px|none|Ditto, right side. Note the slight clipping on the grip. Not as bad as the Springfield Armory LO, but present nonetheless.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1.jpg|thumb|602px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in. The vertical ridge along the magazine's body is a giveaway that this is a 9x19mm piece. Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2.jpg|thumb|602px|none|The slide then shoots forward with a loud snap.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Springfield Compact 2.jpg|thumb|602px|none|A pair of &amp;quot;Guards&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Springfield Compact hold (2).jpg|thumb|602px|none|One is not enough, so Hoxton brought in two.]]&lt;br /&gt;
[[File:PD2 Springfield Compact sight 2.jpg|thumb|602px|none|Instead of aiming, Hoxton decides to just do... this.]]&lt;br /&gt;
[[File:PD2 Springfield Compact view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 Springfield Compact view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 1 2.jpg|thumb|602px|none|After dumping an impossible 34 rounds at nothing in particular, Hoxton drops off his spent mags...]]&lt;br /&gt;
[[File:PD2 Springfield Compact reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P7 pistol series|Heckler &amp;amp; Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the &amp;quot;M13 9mm&amp;quot;. Featuring middling stats across most of the board, the P7M13 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs if running a stealth or dodge build.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.&lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch P7M13 - 9x19mm]]&lt;br /&gt;
[[File:PD2 P7M13.jpg|thumb|602px|none|Left side of the &amp;quot;M13&amp;quot;, complete with spoofed markings claiming it as a &amp;quot;SG M13&amp;quot; manufactured by &amp;quot;Schäfer &amp;amp; Gewehr GmbH&amp;quot; in &amp;quot;STORKELDORF&amp;quot;, &amp;quot;W-GERMANY&amp;quot;. &amp;quot;Storkeldorf&amp;quot; is likely a reference to the city of Oberndorf am Neckar, which is the real-life location of the H&amp;amp;K headquarters.]] &lt;br /&gt;
[[File:PD2 P7M13 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 P7M13 hold.jpg|thumb|602px|none|Hoxton with his German subcompact at the safe house's firing range.]]&lt;br /&gt;
[[File:PD2 P7M13 sight.jpg|thumb|602px|none|The P7M13's iron sights.]]&lt;br /&gt;
[[File:PD2 P7M13 view left.jpg|thumb|602px|none|Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.]]&lt;br /&gt;
[[File:PD2 P7M13 view right.jpg|thumb|602px|none|Ditto, right side. In contrast to the left side view, the lack of detail on this side is stunning.]]&lt;br /&gt;
[[File:PD2 P7M13 reload.jpg|thumb|602px|none|After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2.jpg|thumb|602px|none|A few seconds of theatrics later and the slide is let loose into battery.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 P7M13 2.jpg|thumb|602px|none|A pair of P7M13s.]] &lt;br /&gt;
[[File:PD2 P7M13 hold (2).jpg|thumb|602px|none|You can never have enough subcompacts these days.]]&lt;br /&gt;
[[File:PD2 P7M13 sight 2.jpg|thumb|602px|none|Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.]]&lt;br /&gt;
[[File:PD2 P7M13 view left 2.jpg|thumb|602px|none|He then examines the guns, first looking at the right side of the left gun and the left side of the right gun...]]&lt;br /&gt;
[[File:PD2 P7M13 view right 2.jpg|thumb|602px|none|...then the left of the left and the right of the right.]]&lt;br /&gt;
[[File:PD2 P7M13 reload 1 2.jpg|thumb|602px|none|Having exhausted his mags, Hoxton dumps them out..]]&lt;br /&gt;
[[File:PD2 P7M13 reload 2 2.jpg|thumb|602px|none|...and clicks in two new ones. ''*snap*'']]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS(**)==&lt;br /&gt;
The [[Stechkin APS]] was added to the game by the &amp;quot;Federales Weapon Pack&amp;quot;, in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the &amp;quot;Igor Automatik&amp;quot;, as a reference to Igor Stechkin, the designer of the APS.&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 Stechkin.jpg|thumb|602px|none|Left side view. It is notably based on a Gletcher CO2 replica; the two slide stops cuts with one of them being only half as far as the real steel has are a dead giveaway. The fire selector is also set to safe.]] &lt;br /&gt;
[[File:PD2 Stechkin right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 Stechkin 2.jpg|thumb|602px|none|Inventory preview with the holster stock fitted.]] &lt;br /&gt;
[[File:PD2 Stechkin hold.jpg|thumb|602px|none|Hoxton tries out his new Russian autopistol at the range.]]&lt;br /&gt;
[[File:PD2 Stechkin sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 Stechkin view left.jpg|thumb|602px|none|Having not quite trusted his new purchase yet, he takes the time to eyeball its left side...]]&lt;br /&gt;
[[File:PD2 Stechkin view right.jpg|thumb|602px|none|...and the right.]]&lt;br /&gt;
[[File:PD2 Stechkin reload.jpg|thumb|602px|none|After some plinking, he decides it's time to reload. True to life, the player character is correctly shown to be using the heel release to eject the magazine. The akimbo version is far less accurate, however.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2.jpg|thumb|602px|none|Tugging on the slide to chamber a new round.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Stechkin 3.jpg|thumb|602px|none|A brand new pair of Stechkins.]] &lt;br /&gt;
[[File:PD2 Stechkin hold (2).jpg|thumb|602px|none|Training dummy, meet the Igors.]]&lt;br /&gt;
[[File:PD2 Stechkin sight 2.jpg|thumb|602px|none|Taking aim shows the dual Stechkin's sights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Stechkin reload 1 2.jpg|thumb|602px|none|With his mags empty, Hoxton thumbs two non-existent buttons to let them fall out of his guns...]]&lt;br /&gt;
[[File:PD2 Stechkin reload 2 2.jpg|thumb|602px|none|...loads in new mags, and snaps the slides shut.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75(**)==&lt;br /&gt;
The &amp;quot;Czech 92&amp;quot; automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the &amp;quot;Federales Weapon Pack&amp;quot;.&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]]&lt;br /&gt;
[[File:PD2 CZ75.jpg|thumb|602px|none|Left side view of the CZ hybrid. The spare mag on the front is sadly never used, nor is it even loaded, and only seems to be there to serve as a foregrip.]] &lt;br /&gt;
[[File:PD2 CZ75 right.jpg|thumb|602px|none|Ditto, right side. The little stub at the base of the grip is the attachment point for the folding stock.]]&lt;br /&gt;
[[File:PD2 CZ75 hold.jpg|thumb|602px|none|First-person view of the CZ 75 hybrid.]]&lt;br /&gt;
[[File:PD2 CZ75 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 CZ75 view left.jpg|thumb|602px|none|Not quite sure if his gun is legit, Hoxton takes a closer look at it, left...]]&lt;br /&gt;
[[File:PD2 CZ75 view right.jpg|thumb|602px|none|...and right. Although the in-game model is fictional, the fire selector dial and notches are very detailed.]]&lt;br /&gt;
[[File:PD2 CZ75 reload.jpg|thumb|602px|none|Having run out of ammo in his mag, Hoxton dramatically flicks the CZ hybrid to discard it.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 2.jpg|thumb|602px|none|WIth a new mag loaded, he flicks the slide release.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 CZ75 2.jpg|thumb|602px|none|Inventory preview of the dual CZs. That's one more front mag you're not getting to use...]] &lt;br /&gt;
[[File:PD2 CZ75 hold (2).jpg|thumb|602px|none|The dual CZs in first-person.]]&lt;br /&gt;
[[File:PD2 CZ75 sight 2.jpg|thumb|602px|none|Ironsights, kind of.]]&lt;br /&gt;
[[File:PD2 CZ75 reload 1 2.jpg|thumb|602px|none|The dual CZs use the same animations as the other pistols, even for reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R(**)==&lt;br /&gt;
The [[Beretta 93R]] is the third and last weapon added with the &amp;quot;Federales Weapon Pack&amp;quot;. Known in-game as the &amp;quot;Bernetti Auto&amp;quot;, it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. &lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 93R right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 93R hold.jpg|thumb|602px|none|Hoxton returns to the range with the last gun in the bundle.]]&lt;br /&gt;
[[File:PD2 93R sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 93R view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 93R reload.jpg|thumb|602px|none|The 93R empties mags much faster than you'd expect it to due to the incorrect full-auto mode it is given.]]&lt;br /&gt;
[[File:PD2 93R reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 93R 3.jpg|thumb|602px|none|One more Raffica for the party.]] &lt;br /&gt;
[[File:PD2 93R hold 2.jpg|thumb|602px|none|Hoxton sticking up the training dummy with his 93Rs.]]&lt;br /&gt;
[[File:PD2 93R sight 2.jpg|thumb|602px|none|You know the drill by now.]]&lt;br /&gt;
[[File:PD2 93R reload 1 2.jpg|thumb|602px|none|After some magdumps, Hoxton lets the empty boxes fall to the ground.]]&lt;br /&gt;
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]]&lt;br /&gt;
===Auto 9===&lt;br /&gt;
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]].&lt;br /&gt;
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 hold.jpg|thumb|602px|none|''&amp;quot;Your move, creep!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight.jpg|thumb|602px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view left.jpg|thumb|602px|none|Hoxton inspects his futuristic 93R.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 view right.jpg|thumb|602px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload.jpg|thumb|602px|none|Reloading has Hoxton perform the same shake as before, then in goes the new mag.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 2.jpg|thumb|602px|none|Grumbling that his Auto 9 doesn't have a cool mechanized loading system like in the movies, Hoxton lets the slide into battery.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 2.jpg|thumb|602px|none|Two is always better than one.]] &lt;br /&gt;
[[File:PD2 93R Auto 9 hold 2.jpg|thumb|602px|none|''&amp;quot;Dead or alive, you're coming with me!&amp;quot;'']]&lt;br /&gt;
[[File:PD2 93R Auto 9 sight 2.jpg|thumb|602px|none|Ironsights. Blurry as ever.]]&lt;br /&gt;
[[File:PD2 93R Auto 9 reload 1 2.jpg|thumb|602px|none|Hoxton reloads his dual Auto 9s.]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9(**)==&lt;br /&gt;
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. It is known in-game as the &amp;quot;HOLT 9mm&amp;quot;. Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.&lt;br /&gt;
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] &lt;br /&gt;
[[File:PD2 Hudson H9 right.jpg|thumb|602px|none|Right side.]]&lt;br /&gt;
[[File:PD2 Hudson H9 hold.jpg|thumb|602px|none|Hoxton visits the range with his newfangled H9. Let's hope Cy Hudson's had better luck in the PAYDAY universe.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight.jpg|thumb|602px|none|Iron sights. The front post is actually illuminated.]]&lt;br /&gt;
[[File:PD2 Hudson H9 view left.jpg|thumb|602px|none|Admiring the details of the gun model, left...]]&lt;br /&gt;
[[File:PD2 Hudson H9 view right.jpg|thumb|602px|none|...and right.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload.jpg|thumb|602px|none|Reloading the H9. It uses the same animations as John Wick's P30L.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 2.jpg|thumb|602px|none|After loading in a new mag, Hoxton lets the slide shoot forward with a power stroke.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 Hudson H9 3.jpg|thumb|602px|none|Now that's ''three'' H9s on one person. Truly brings a tear to Cy Hudson's eyes.]] &lt;br /&gt;
[[File:PD2 Hudson H9 hold 2.jpg|thumb|602px|none|Having seemingly decided to revive Hudson Manufacturing by his lonesome, Hoxton whips out his two other H9s.]]&lt;br /&gt;
[[File:PD2 Hudson H9 sight 2.jpg|thumb|602px|none|Ironsights, or lack thereof.]]&lt;br /&gt;
[[File:PD2 Hudson H9 reload 3.jpg|thumb|602px|none|Reloading the dual H9s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911/M1911A1 Hybrid(**)==&lt;br /&gt;
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the &amp;quot;Jiu Feng Smuggler Pack&amp;quot; with akimbo option. &lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers are not a separate category in-game, being a part of the Pistols category.&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, once again as the &amp;quot;Bronco .44&amp;quot;, but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist. &lt;br /&gt;
&lt;br /&gt;
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:PD2 RBull left.jpg|thumb|none|600px|As seen here, the hammer was originally in SA mode and the trigger was in DA mode, with the hammer somehow cocking itself after each shot. This was later corrected to have both in DA mode.]]&lt;br /&gt;
[[File:PD2 RBull right.jpg|thumb|none|600px|The flip-side. In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.]]&lt;br /&gt;
[[file:PD2 RBull holding.jpg|thumb|none|600px|Jiro stands outside the safe house trying to get a grasp on his new Brazilian sidearm.]]&lt;br /&gt;
[[file:PD2 RBull iron sights.jpg|thumb|none|600px|Iron sights, which can be swapped out for several other optics in-game.]]&lt;br /&gt;
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.]]&lt;br /&gt;
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]]&lt;br /&gt;
[[file:PD2 RBull reloading3.jpg|thumb|none|600px|Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch. This animation is reused on the Taurus 4510 PLYFS.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS(*)==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as &amp;quot;The Judge&amp;quot; as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]]&lt;br /&gt;
[[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all it's logic defying glory.]] &lt;br /&gt;
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] &lt;br /&gt;
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] &lt;br /&gt;
[[File:PD2 PLYFS iron sights.jpg|thumb|600px|none|Iron sights. Note the red fiber-optic insert in the front sight. It does not actually glow in the dark. Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System. ]] &lt;br /&gt;
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] &lt;br /&gt;
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger New Vaquero(**)==&lt;br /&gt;
A [[Ruger Vaquero|Ruger New Vaquero]] with wooden grips appears as the &amp;quot;Peacemaker .45&amp;quot;, added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver. &lt;br /&gt;
&lt;br /&gt;
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|400px|thumb|none|Ruger Vaquero with stainless steel finish and 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA left.jpg|thumb|600px|none|The Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA right.jpg|thumb|600px|none|The high damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.]] &lt;br /&gt;
[[File:PD2 SAA holding.jpg|thumb|600px|none|Dallas inspecting a peculiar sign.]] &lt;br /&gt;
[[File:PD2 SAA iron sights.jpg|thumb|600px|none|Iron sights. Firing the Peacemaker like this will still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.]] &lt;br /&gt;
[[File:PD2 SAA misc1.jpg|thumb|600px|none|The hammer is fanned incredibly fast, happening almost the second the gun is fired.]] &lt;br /&gt;
[[File:PD2 SAA reloading1.jpg|thumb|600px|none|Reloading. Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it. ]] &lt;br /&gt;
[[File:PD2 SAA reloading2.jpg|thumb|600px|none|Loading in a new round.]] &lt;br /&gt;
[[File:PD2 SAA reloading3.jpg|thumb|600px|none|Lining up the next chamber. Also note the hammer is fully-cocked during the reloading process, which is mechanically impossible for the original Single Action Army (requiring it to be at half-cock for the cylinder to spin freely) but possible for the Vaquero.]] &lt;br /&gt;
[[File:PD2 SAA reloading4.jpg|thumb|600px|none|After loading up, the rather loose hatch is closed with a flick of the wrist. What's keeping it from falling open again on its own when firing is not explained.]] &lt;br /&gt;
[[Image:RugerVaqueroBlue.jpg|thumb|none|350px|Ruger Vaquero with blued finish, case hardened frame and 4.62&amp;quot; barrel - .45 LC]]&lt;br /&gt;
[[File:PD2 SAA misc2.jpg|thumb|600px|none|The &amp;quot;Shootout Barrel&amp;quot; gives the Vaquero a shorter barrel...]] &lt;br /&gt;
[[File:ColtSAABuntlineSpecial12in.jpg|400px|thumb|none|Colt Single Action Army with 12&amp;quot; barrel known as the &amp;quot;Buntline Special&amp;quot; - .45 Long Colt]]&lt;br /&gt;
[[File:PD2 SAA misc3.jpg|thumb|600px|none|...while the &amp;quot;Precision Barrel&amp;quot; will lengthen it.]] &lt;br /&gt;
[[File:PD2 SAA misc4.jpg|thumb|600px|none|Adding a stock is handy when one needs to shoot [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|Snakes]].]]&lt;br /&gt;
&lt;br /&gt;
==Mateba 2006M(**)==&lt;br /&gt;
The [[Mateba 2006M]] was added with the Alesso Heist DLC as the &amp;quot;Matever .357&amp;quot;, a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.&lt;br /&gt;
&lt;br /&gt;
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 2006M holding.jpg|thumb|600px|none|Sokol and his crew about to raid a Gensec vault during an Alesso concert.]] &lt;br /&gt;
[[File:PD2 2006M irons.jpg|thumb|600px|none|Blasting away at some cops who apparently have not deemed it necessary to shut down the concert despite all the gunfire.]] &lt;br /&gt;
[[File:PD2 2006M reloading1.jpg|thumb|600px|none|Sokol reloading while enjoying some slow hacking.]] &lt;br /&gt;
[[File:PD2 2006M reloading2.jpg|thumb|600px|none|Inserting six new rounds of .357 with a speedloader that isn't invisible this time.]] &lt;br /&gt;
[[File:PD2 2006M misc3.jpg|thumb|600px|none|Taking down a Dozer.]] &lt;br /&gt;
[[File:PD2 2006M misc2.jpg|thumb|600px|none|Continuing the trend of Italian names, the &amp;quot;Pesante barrel&amp;quot; fitted to the 2006M. Pesante can be translated as heavy. This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.]]&lt;br /&gt;
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the &amp;quot;Medio barrel&amp;quot;, which can be loosely translated from Italian as median or middle.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the &amp;quot;Castigo .44&amp;quot; (Spanish for &amp;quot;punishment&amp;quot;), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of ''three'' to its name - all of which increase Stability or Accuracy by 8. It also has a slightly slower reload.&lt;br /&gt;
&lt;br /&gt;
Modifications include a [http://www.dentrinity.com/NelsonChen/Collection/Revolver/Km-29/Km-29.htm Kokusai Devil] heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum.  This is the screen used Model 29 carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29.jpg|thumb|600px|none|Left side preview of the Model 29. This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 right.jpg|thumb|600px|none|The other side of the Model 29. As seen here, the hammer originally appeared cocked at all times; this was later fixed.]]&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 1.jpg|thumb|600px|none|Hoxton brandishing his mint Model 29 during an armored convoy raid.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 2.jpg|thumb|600px|none|Iron sights. These don't glow in the dark, unfortunately.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 3.jpg|thumb|600px|none|Reloading. The player characters will actually utilize the extractor rod to dump the casings (very smart!) instead of simply shaking them out of the cylinder. Note that the rod and extractor don't actually move, however, and the casings still pop out in a neat synchronized formation.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 4.jpg|thumb|600px|none|Loading in a new batch of .44 Magnum rounds.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 5.jpg|thumb|600px|none|Flicking the cylinder shut, a far less advisable move than the use of the ejector rod.]] &lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 6.jpg|thumb|600px|none|Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.]] &lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 S&amp;amp;W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson No. 3 Russian Model(**)==&lt;br /&gt;
The [[Smith &amp;amp; Wesson No. 3 Russian Model]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option. &lt;br /&gt;
[[Image:S&amp;amp;w russian.jpg|thumb|none|350px|Smith &amp;amp; Wesson No. 3 Russian Model - .44 Russian]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The Hardcore Henry update added the ability to Akimbo two SMGs. The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon. &lt;br /&gt;
&lt;br /&gt;
The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category. &lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The &amp;quot;Mark 10&amp;quot; is actually based on a [[MAC-10#MAC-11|Ingram MAC-11]] and a cheap Double Eagle airsoft one at that. It is unlocked at reputation level 2. It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.&lt;br /&gt;
&lt;br /&gt;
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.&lt;br /&gt;
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]]&lt;br /&gt;
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] &lt;br /&gt;
[[File:PD2 Mac11 left.jpg|thumb|600px|none|It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it. The only other option is the Skeletal Stock, which adds an even bulkier stock. The markings on this side claim it to be an &amp;quot;Ingrid M11&amp;quot;.]] &lt;br /&gt;
[[File:PD2 Mac11 holding.jpg|thumb|600px|none|Jiro takes his Mark 10 out for a stroll.]] &lt;br /&gt;
[[File:PD2 Mac11 iron sights.jpg|thumb|600px|none|Iron sights, simple and effective for what the gun is intended to do.]] &lt;br /&gt;
[[File:PD2 Mac11 misc2.jpg|thumb|600px|none|The bolt used to be inaccurately depicted as closed. This was later fixed.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading1.jpg|thumb|600px|none|Reloading. Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading2.jpg|thumb|600px|none|In with a new mag.]] &lt;br /&gt;
[[File:PD2 Mac11 reloading3.jpg|thumb|600px|none|And pulling the charging handle in a rather strange manner.]] &lt;br /&gt;
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] &lt;br /&gt;
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5]] returns from the first Payday, again known as the &amp;quot;Compact-5&amp;quot;. It is unlocked at level 13 and can be modified into many different MP5 models. In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|Left side view of the MP5A2. The preview in question sports a new, updated set of fire mode pictograms. At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto. More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.]]&lt;br /&gt;
[[File:MP5A4 PD2 new right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MP5A4 PD2 new left SureFire.jpg|thumb|none|600px|Left side again, this time with a SureFire forend. The flashlight attachment is actually usable.]]&lt;br /&gt;
[[file:PD2 MP5 holding.jpg|thumb|none|600px|Wolf running into a T.B.O.U.S in the safehouse bathroom.]]&lt;br /&gt;
[[file:PD2 MP5 irons.jpg|thumb|none|600px|Iron sights, sadly cranked to the long range setting. It's recommended you get another sight option to offset the irons.]]&lt;br /&gt;
[[file:PD2 MP5 reloading1.jpg|thumb|none|600px|Pulling back the charging handle on a reload. Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.]]&lt;br /&gt;
[[file:PD2 MP5 reloading2.jpg|thumb|none|600px|Removing the dry mag.]]&lt;br /&gt;
[[file:PD2 MP5 reloading3.jpg|thumb|none|600px|About to load in a new one.]]&lt;br /&gt;
[[file:PD2 MP5 reloading4.jpg|thumb|none|600px|Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round. Update #172 replaced this with the iconic slap.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5A5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Adjustable Stock&amp;quot; turns the MP5A2 into an A3 model.]]&lt;br /&gt;
[[File:PD2 MP5 cops.jpg|thumb|500px|none|A Hostage Rescue team member with an MP5A3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The &amp;quot;Ninja barrel&amp;quot; turns the weapon into a MP5SD2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
[[file:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:MP5SD6 PD2 new left.jpg|thumb|none|601px|Combining the &amp;quot;Ninja barrel&amp;quot; with the &amp;quot;Adjustable stock&amp;quot; produces an MP5SD3.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD6===&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm]]&lt;br /&gt;
[[File:PD2 ZealTeamMP5dude.jpg|thumb|600px|none|A member of the new &amp;quot;Zeal Team&amp;quot; posing with an MP5SD6. The real unit in the game uses an MP5A3 with a railed foregrip however.]] &lt;br /&gt;
===Heckler &amp;amp; Koch MP5K===&lt;br /&gt;
[[File:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MP5KA4 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Sehr Kurze Barrel&amp;quot; and the &amp;quot;Bare Essentials Stock&amp;quot; produce something similar to the MP5K, missing only the classic integrated &amp;quot;K&amp;quot; vertical foregrip.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5K with PDW stock===&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock - 9x19mm]]&lt;br /&gt;
[[File:MP5K PDW PD2 new left.jpg|thumb|none|600px|Replacing the above's &amp;quot;Bare Essentials Stock&amp;quot; with the &amp;quot;Spartan Stock&amp;quot; from the Gage Spec Ops pack produces a rough approximation of the MP5K-PDW, as it still lacks the foregrip on top of not having the PDW variant's extended barrel. The stock's proportions are also a little bit off compared to that of the real weapon.]]&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10|MP5/10]] with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MP5.10 PD2 new left.jpg|thumb|none|600px|The &amp;quot;Straight Magazine&amp;quot; turns the MP5A2 into a mostly accurate MP5/10; like the Cloaker's version, it lacks the bolt release.]]&lt;br /&gt;
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. Note that it lacks the bolt release. Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.]]&lt;br /&gt;
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo holding.jpg|thumb|600px|none|Dallas with his two MP5s.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo aiming.jpg|thumb|600px|none|Aiming the MP5s produces the expected results. At least it's better than nothing...?]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading1.jpg|thumb|600px|none|Reloading. Somehow dropping the magazines with both hands full.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo reloading2.jpg|thumb|600px|none|Reloading. In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc1.jpg|thumb|600px|none|Running with twin MP5s (and the AKMSU) gives us this rather different animation, both guns are held up in a reckless fashion.]] &lt;br /&gt;
[[File:PD2 MP5 akimbo misc2.jpg|thumb|600px|none|John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the [[The Matrix#Heckler &amp;amp; Koch MP5K|good ol' days]]. Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;CMP&amp;quot; (a reference to the TMP's name in ''[[Perfect Dark]]''), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.&lt;br /&gt;
&lt;br /&gt;
[[file:B&amp;amp;T-MP9.jpg|thumb|400px|none|Brügger &amp;amp; Thomet MP9 - 9x19mm. Fixed foregrip variant shown.]]&lt;br /&gt;
[[File:Payday2 MP9 preview.jpg|thumb|none|600px|A farm-fresh CMP. It looks uncannily like the current MP9-NA3 - N for NATO (9x19mm) and A3 for folding stock with gripless rail. The only thing preventing a definite identification is the missing fire selection dial, which would normally sit near the magazine release at thumb's reach. The Payday 2 TMP uses the older double-stage trigger contraption.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments2.jpg|thumb|none|600px|These accessories are all official B&amp;amp;T extras, excluding the TangoDown vertical foregrip. The 30-round &amp;quot;Extended Magazine&amp;quot; is an option, the Aimpoint Micro TL a.k.a. &amp;quot;Professional's Sight&amp;quot; is officially endorsed by B&amp;amp;T and the massive proprietary &amp;quot;Tactical Suppressor&amp;quot; (added with The Butcher Mod Pack 2 update) is a reminder that Brügger &amp;amp; Thomet started out in the business of making silencers. The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.]]&lt;br /&gt;
[[File:Payday2 MP9 attachments1.jpg|thumb|none|600px|The typical kinds of extras. The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.]]&lt;br /&gt;
[[File:Payday2 MP9 sights.jpg|thumb|none|600px|Ever the tactical one, Houston kicks off a night raid from atop an optional vantage point. As can be expected for such a low-profile machine pistol, the sights aren't too easy to use at a distance. The aiming modules clamped on the side are much more obtrusive using the irons than with optical sights, which sit much higher on top of the gun.]]&lt;br /&gt;
[[File:Payday MP9 reload1.jpg|thumb|none|600px|Although its new animations are much less showy, even the CMP magazines got shiny chrome bullets. As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.]]&lt;br /&gt;
[[File:Payday MP9 reload2.jpg|thumb|none|600px|Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos. Houston gets ready to finish his interruption. Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.]]&lt;br /&gt;
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.]]&lt;br /&gt;
[[File:Payday MP9 shield.jpg|thumb|none|600px|A tased Shield unit helplessly unloads his MP9 against metal. The big tan TangoDown foregrip on the CMP wasn't there from the start - it was added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles the PS90 TR, the civilian carbine version. As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.&lt;br /&gt;
&lt;br /&gt;
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:P90 PD2 left.jpg|thumb|none|600px|The Kobus in-game. Note that the rounds inside the magazine incorrectly point to the right instead of the left.]]&lt;br /&gt;
[[File:P90 PD2 right.jpg|thumb|none|600px|Also note that the selector is set to semi-auto.]]&lt;br /&gt;
[[file:P90 PD2 idle.jpg|thumb|none|600px|Jimmy, high on cocaine, takes his P90 out for some sun-gazing.]]&lt;br /&gt;
[[file:P90 PD2 iron sights.jpg|thumb|none|600px|Iron sights; these sights are reused for a number of other guns in the game.]]&lt;br /&gt;
[[file:P90 PD2 reloading1.jpg|thumb|none|600px|Reloading begins with a swapped mag...]]&lt;br /&gt;
[[file:P90 PD2 reloading2.jpg|thumb|none|600px|And ends with a quick tug on the charging handle.]]&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 PS90.jpg|thumb|600px|none|The P90 fitted with the long barrel. It's not quite the same length as the PS90 and it has a standard P90 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928(*)==&lt;br /&gt;
The [[Thompson M1928]] with a 50-round &amp;quot;L&amp;quot; drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that cannot equip fire mode-locking mods.&lt;br /&gt;
&lt;br /&gt;
The Thompson is a confusing gun in-game, being cheap with good damage and large magazines. However the accuracy is atrocious, and little can be done to remedy that. The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see. Combine this with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] &lt;br /&gt;
[[File:PD2 M1928 right.jpg|thumb|600px|none|The other side for good measure.]] &lt;br /&gt;
[[File:PD2 M1928 holding.jpg|thumb|600px|none|Dragan showing up the annual Payday Halloween party with his Thompson, going for that gangster look.]] &lt;br /&gt;
[[File:PD2 M1928 irons.jpg|thumb|600px|none|Sighting up a pumpkin, sadly not the sort carved with a submachine gun.]] &lt;br /&gt;
[[File:PD2 M1928 reloading1.jpg|thumb|600px|none|Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release. He doesn't bother to retract the bolt either, which would keep the drum locked in place.]] &lt;br /&gt;
[[File:PD2 M1928 reloading2.jpg|thumb|600px|none|The drum removed, showing that it is correctly empty.]] &lt;br /&gt;
[[File:PD2 M1928 reloading3.jpg|thumb|600px|none|About to insert a new drum full of .45 ACP.]] &lt;br /&gt;
[[File:PD2 M1928 reloading4.jpg|thumb|600px|none|Cocking the weapon.]] &lt;br /&gt;
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
An unusable [[Thompson M1A1]] can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters. Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist &amp;quot;The Diamond&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45B(**)==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the &amp;quot;Armored Transport&amp;quot; DLC. Known as the &amp;quot;Swedish K&amp;quot;, the in-game weapon is based on an early &amp;quot;B&amp;quot; model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer by default. It is incorrectly depicted as a closed-bolt weapon.&lt;br /&gt;
&lt;br /&gt;
The M/45 is a very powerful submachine gun, with super high damage and high concealment making it perfect for stealth. However issues like the sights, small spare ammo (only one additional magazine), and poor stability make it a bit difficult to use.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm‎]]&lt;br /&gt;
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] &lt;br /&gt;
[[File:PD2 S K right.jpg|thumb|600px|none|Despite the realistically-proportioned mag, these hold 40 rounds a pop instead of the correct 36.]] &lt;br /&gt;
[[File:PD2 S K holding.jpg|thumb|600px|none|From this angle the &amp;quot;early-B&amp;quot; model's elongated buffer cap hook is plainly visible. Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.]] &lt;br /&gt;
[[File:PD2 S K irons.jpg|thumb|600px|none|Iron sights, a bit cramped but typical for the 50's.]] &lt;br /&gt;
[[File:PD2 S K reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 S K reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in.]] &lt;br /&gt;
[[File:PD2 S K reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
Modifying the Swedish K with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot; and &amp;quot;Ergo Grip&amp;quot; completes the look of a general-production M/45B.&lt;br /&gt;
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]]&lt;br /&gt;
[[File:PD2 S K misc1.jpg|thumb|600px|none|Wolf with his Swedish K modified with the &amp;quot;Swedish Barrel&amp;quot;, &amp;quot;Swedish Body&amp;quot;, &amp;quot;Ergo Grip&amp;quot; (which is literally just the basic grip with a darker finish) &amp;quot;Extended Magazine&amp;quot; and &amp;quot;Folded Stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1(**)==&lt;br /&gt;
The [[MP7|Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;SpecOps&amp;quot;, added as part of the &amp;quot;Gage Weapon Pack #01&amp;quot; DLC. It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip. &lt;br /&gt;
&lt;br /&gt;
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage. Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and a small magazine size without upgrades.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 left.jpg|thumb|600px|none|In-game model. The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.]] &lt;br /&gt;
[[File:PD2 MP7 right.jpg|thumb|600px|none|In-game model.]] &lt;br /&gt;
[[File:PD2 MP7 holding.jpg|thumb|600px|none|John Wick takes a walk around the safehouse with his new MP7A1.]] &lt;br /&gt;
[[File:PD2 MP7 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 MP7 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the mag.]] &lt;br /&gt;
[[File:PD2 MP7 reloading2.jpg|thumb|600px|none|Shoving in a new one.]] &lt;br /&gt;
[[File:PD2 MP7 reloading3.jpg|thumb|600px|none|Then hitting the bolt release with a slap. This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.]] &lt;br /&gt;
[[Image:MP7A1-30.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 30-round magazine, H&amp;amp;K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with &amp;quot;The Professional's Choice Sight&amp;quot; (An Aimpoint T-1 Micro), &amp;quot;Unfolded Stock&amp;quot;, &amp;quot;Suppressed Barrel&amp;quot;, and the &amp;quot;Extended Mag&amp;quot; - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion(**)==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot;, as part of the &amp;quot;Hotline Miami&amp;quot; DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most spray and pray oriented. It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a .32 ACP submachine gun. But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double or triple tap your enemies.&lt;br /&gt;
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica. While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel &amp;quot;neck&amp;quot; rather than the receiver itself.]] &lt;br /&gt;
[[File:PD2 Vz.61 right.jpg|thumb|600px|none|The black grip can be swapped out for a rubber grip or the Czech original wood.]] &lt;br /&gt;
[[File:PD2 Vz.61 holding.jpg|thumb|600px|none|With time to kill, John takes his Skorpion out for a walk.]] &lt;br /&gt;
[[File:PD2 Vz.61 iron sights.jpg|thumb|600px|none|Iron sights, cramped but usable in close quarters.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading1.jpg|thumb|600px|none|Reloading. Pushing the mag release to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading2.jpg|thumb|600px|none|About to insert a new one.]] &lt;br /&gt;
[[File:PD2 Vz.61 reloading3.jpg|thumb|600px|none|Pulling the charging handle. Note that no bullet is visible in the chamber.]] &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the &amp;quot;Wooden grip&amp;quot; to the vz. 61 makes it resemble the classic Czechoslovakian model.]] &lt;br /&gt;
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|John Wick channeling his inner mallninja with a decked out Skorpion. Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea. Also note the &amp;quot;Extended&amp;quot; magazine. Somehow two magazines clamped together give the gun a 40 round capacity. How it feeds from both magazines isn't clear, but it might be black magic.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9(**)==&lt;br /&gt;
An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds. The TEC-9 is the all-rounder SMG of the &amp;quot;Hotline Miami&amp;quot; DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.&lt;br /&gt;
&lt;br /&gt;
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model. The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives (ATF) before the weapon could be marketed in the United States. The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s. It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic. This also suggest that the Blaster could be partially based on the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9.&lt;br /&gt;
&lt;br /&gt;
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:PD2 Tec9 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] &lt;br /&gt;
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] &lt;br /&gt;
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all. This is probably a mistake. However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious. This &amp;quot;mistake&amp;quot; was not fixed in the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] &lt;br /&gt;
[[File:Payday2BlasterAnimFix.jpeg|thumb|600px|none|However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed! The bolt now properly opens on an empty reload, showing the chamber (and the bullet within it). Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.]]&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the &amp;quot;Short Barrel&amp;quot; modification.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi(**)==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the &amp;quot;Hotline Miami&amp;quot; DLC. It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason. The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the &amp;quot;K&amp;quot; foregrip. This is mounted by default.]] &lt;br /&gt;
[[File:PD2 UZI right.jpg|thumb|600px|none|Like many other open-bolt guns in PD2, the UZI is depicted as firing from a closed bolt.]] &lt;br /&gt;
[[File:PD2 UZI holding.jpg|thumb|600px|none|John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.]] &lt;br /&gt;
[[File:PD2 UZI iron sights.jpg|thumb|600px|none|Iron sights, clean and functional but dated.]] &lt;br /&gt;
[[File:PD2 UZI reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 UZI reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UZI reloading3.jpg|thumb|600px|none|Just about to pull the charging handle.]] &lt;br /&gt;
[[Image:Uzi-3.jpg|thumb|none|400px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the &amp;quot;Solid stock&amp;quot; mod gives it this late model wooden stock.]] &lt;br /&gt;
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] &lt;br /&gt;
[[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called &amp;quot;Silent Death&amp;quot; in-game) It's similar but not quite the same as the Sionics Suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3(**)==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A3]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It also holds an incorrect 20 bullets in the standard 34-round magazine. The name &amp;quot;Patchett&amp;quot; refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development. The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort. Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] &lt;br /&gt;
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|Wick admiring his collection of guns. As with most Sten models and derivatives in video games, the Sterling is held in the improper &amp;quot;Sten grip&amp;quot; position, which is even more jarring in the hands of the series' resident Brit, Hoxton...]] &lt;br /&gt;
[[File:PD2 L2A3 irons.jpg|thumb|600px|none|...who promptly demonstrates, as he sights up the blueprint of a [[Pancor Jackhammer]] that Chains just happened to have for some reason.]] &lt;br /&gt;
[[File:PD2 L2A3 misc3.jpg|thumb|600px|none|If one empties the mag, the chamber will be properly shown as empty.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading2.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 L2A3 reloading3.jpg|thumb|600px|none|Pulling back the bolt. Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.]] &lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:PD2 L2A3 misc1.jpg|thumb|600px|none|The &amp;quot;Suppressed Barrel&amp;quot; mod turns the L2A3 into the [[Sterling SMG|Sterling L34A1]]. ]] &lt;br /&gt;
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]]&lt;br /&gt;
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|The L2A3 can be modified with a &amp;quot;Combat Sight&amp;quot;, &amp;quot;Short Magazine&amp;quot;, &amp;quot;Folded Stock&amp;quot; and &amp;quot;Heatsinked Suppressed Barrel&amp;quot; to make it look like the BlasTech E-11 Blaster from ''[[Star Wars]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9(**)==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as &amp;quot;Jacket's Piece&amp;quot; and is unlocked for purchase by buying the &amp;quot;Jacket Character Pack&amp;quot; DLC. It correctly holds 32 rounds. The M11/9 is a decent alternative for someone running an uber 80's loadout with a high rate of fire and quick ammo pickup and some decent stability and accuracy for a bullet hose. However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]]&lt;br /&gt;
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to &amp;quot;SMG&amp;quot;, whatever that means.]] &lt;br /&gt;
[[File:PD2 Cobray M11 right.jpg|thumb|600px|none|Note that the open bolt is properly depicted as ''open''.]] &lt;br /&gt;
[[File:PD2 Cobray M11 holding.jpg|thumb|600px|none|Jacket holding his piece while bathing in the neon light.]] &lt;br /&gt;
[[File:PD2 Cobray M11 irons.jpg|thumb|600px|none|Iron sights, cheap and somewhat effective.]]&lt;br /&gt;
[[File:PD2 Cobray M11 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine with the heel mag-release.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading2.jpg|thumb|600px|none|Mashing in a new mag.]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading3.jpg|thumb|600px|none|Then pulling the charging handle...]] &lt;br /&gt;
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a &amp;quot;Slotted barrel extension&amp;quot; as the game calls it)]] &lt;br /&gt;
[[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the &amp;quot;Werbell's suppressor&amp;quot; and its unique skin modification, known as &amp;quot;80's Calling&amp;quot;. The M11/9 is currently the only weapon that can be modified with an alternate finish that isn't counted as a weapon &amp;quot;skin&amp;quot;. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector(**)==&lt;br /&gt;
The [[KRISS Vector]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It is marketed as the &amp;quot;Polygon SMG&amp;quot; in-universe and called &amp;quot;Kross Vertex&amp;quot; by the inventory screen. The weapon holds 30 rounds in the &amp;quot;25+&amp;quot;-round magazines. The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|KRISS Vector - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|&amp;quot;Polygon SMG&amp;quot; can be seen on the receiver near the muzzle.]] &lt;br /&gt;
[[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]]&lt;br /&gt;
[[File:KRISS Vector PD2 reloading2.jpg|thumb|none|600px|Pressing the bolt release, or rather, the surface just underneath it.]]&lt;br /&gt;
[[File:Krissciv.gif|thumb|none|500px|TDI CRB/SO with barrel &amp;quot;safety extension&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc3.jpg|thumb|600px|none|The Vector fitted with the &amp;quot;Precision barrel&amp;quot; giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc4.jpg|thumb|600px|none|The Vector's unique suppressor, called &amp;quot;HPS Suppressor&amp;quot; in-game. It was modeled after the Defiance HPS 4GSK .45ACP, an actual Kriss USA product for Vector models of this caliber. Note that the &amp;quot;S&amp;quot; in &amp;quot;HPS&amp;quot; is already short for &amp;quot;suppressor&amp;quot;, so the in-game suffix is redundant.]] &lt;br /&gt;
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|Sydney reloading her Vector. Note that it no longer has a foregrip, it's still held as it has one however. Strangely, when fitting a &amp;quot;skin&amp;quot; to the gun, the foregrip will appear again. Why it disappears when no &amp;quot;skin&amp;quot; is used is unknown.]]&lt;br /&gt;
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|The Vector with the &amp;quot;Urban camo&amp;quot; finish, showing the foregrip. Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi(**)==&lt;br /&gt;
The [[IMI Micro Uzi]] appears as the &amp;quot;Micro Uzi&amp;quot; and is unlocked for purchase by buying the &amp;quot;Yakuza Character Pack&amp;quot;. The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire (tied with the MG42 and Vector at 1200rpm), fast reloads and great concealment. However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]]&lt;br /&gt;
[[File:Micro Uzi PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]]&lt;br /&gt;
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[SR-2 Veresk|SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. The weapon is called &amp;quot;Heather&amp;quot; ingame, which is the English translation of &amp;quot;Veresk&amp;quot;. It's notably the first subgun that can be dual-wielded. It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece).&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]]&lt;br /&gt;
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] &lt;br /&gt;
[[File:PD2 SR2 right.jpg|thumb|600px|none|...and the safety is set to fire!]] &lt;br /&gt;
[[File:PD2 SR2 holding.jpg|thumb|600px|none|Jimmy and his Veresk wait in the laundromat for his suit to be dry cleaned.]] &lt;br /&gt;
[[File:PD2 SR2 iron sights.jpg|thumb|600px|none|Iron sights, replacements are highly reccomended.]] &lt;br /&gt;
[[File:PD2 SR2 reloading1.jpg|thumb|600px|none|Reloading. Removing the dry mag...]] &lt;br /&gt;
[[File:PD2 SR2 reloading2.jpg|thumb|600px|none|...inserting a new one...]] &lt;br /&gt;
[[File:PD2 SR2 reloading3.jpg|thumb|600px|none|...and pulling the charging handle. Note the coke stains on Jimmy's suit.]]&lt;br /&gt;
[[File:PD2 SR2 misc1.jpg|thumb|600px|none|The SR-2 with its two unique mods, an extended stock (that mod has to be unlocked, it is however free to install once the player has one) and the Tishina suppressor. Tishina means silence in Russian, an apt name. It might look like it's clipping into the gun but it's actually supposed to fit that way.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 SR2 akimbo left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SR2 akimbo reloading.jpg|thumb|600px|none|Reloading. Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the &amp;quot;John Wick Weapon Pack&amp;quot; alongside the P30L and Desert Tech SRS-A1. Named the &amp;quot;Jackal SMG&amp;quot;, it is otherwise known in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr AMP&amp;quot;, made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.&lt;br /&gt;
&lt;br /&gt;
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 UMP right.jpg|thumb|600px|none|If the player squints hard enough, the &amp;quot;.45 ACP&amp;quot; engraving can be seen on the bolt, thus confirming that this indeed is a UMP45, unlike what its stats may have suggested. Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.]] &lt;br /&gt;
[[File:PD2 UMP holding.jpg|thumb|600px|none|Wick admiring Sokol's hockey corner.]] &lt;br /&gt;
[[File:PD2 UMP irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 UMP reloading1.jpg|thumb|600px|none|After filling the goal with the wrong sort of projectile, Wick reloads the UMP45. First by pulling back the charging handle.]] &lt;br /&gt;
[[File:PD2 UMP reloading2.jpg|thumb|600px|none|Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 UMP reloading3.jpg|thumb|600px|none|In with a new one.]] &lt;br /&gt;
[[File:PD2 UMP reloading4.jpg|thumb|600px|none|And the slapping (or punching, rather) the bolt into battery.]] &lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:PD2 UMP misc1.jpg|thumb|600px|none|It's possible to modify the UMP45 into the [[Heckler &amp;amp; Koch USC]] with the &amp;quot;Civilian Barrel&amp;quot; and &amp;quot;Civilian Stock&amp;quot;. Add the &amp;quot;Short Magazine&amp;quot; (which holds 20 rounds instead of 10) and &amp;quot;Single Fire&amp;quot; mod for more &amp;quot;immersion&amp;quot;. The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.]] &lt;br /&gt;
[[Image:UMP-45 Ironman.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP.  This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films ''[[Iron Man (2008)]]'' and ''[[Live Free or Die Hard]]''. A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in ''[[XXX]]'']]&lt;br /&gt;
[[File:PD2 UMP misc2.jpg|thumb|600px|none|The UMP decked out with a suppressor, &amp;quot;Twinkle Grip&amp;quot; (this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi) &amp;quot;Military Laser Module&amp;quot;, &amp;quot;See More sight&amp;quot; and &amp;quot;Extended Magazine&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]]&lt;br /&gt;
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2(**)==&lt;br /&gt;
The [[PP-19 Bizon-2]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Named the &amp;quot;Tatonka&amp;quot; (Lakota for &amp;quot;bison&amp;quot;) submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate. On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition. &lt;br /&gt;
&lt;br /&gt;
Like the AK-12 in the same pack, the Bizon-2 lacks unique modifications.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 PP19 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 PP19 1.jpg|thumb|none|600px|Looking for trouble with the &amp;quot;Tatonka&amp;quot; SMG. The in-game name is actually a Native American word for &amp;quot;bison.&amp;quot;]]&lt;br /&gt;
[[File:PD2 PP19 2.jpg|thumb|none|600px|Iron sights of the PP-19.]]&lt;br /&gt;
[[File:PD2 PP19 3.jpg|thumb|none|600px|Removing the helical mag on a customized Bizon.]]&lt;br /&gt;
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]]&lt;br /&gt;
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(**)==&lt;br /&gt;
The [[MP40]] was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08. Known by its real name, the MP40 handles almost identically to the Swedish K, but has a ''very'' slightly faster reload animation. This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name. It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.&lt;br /&gt;
&lt;br /&gt;
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|450px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:PD2 MP40 left.jpg|thumb|600px|none|Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 (usually down-loaded to 30). This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.]] &lt;br /&gt;
[[File:PD2 MP40 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 MP40 top.jpg|thumb|600px|none|Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details. The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.]]&lt;br /&gt;
[[File:PD2 MP40 hold.jpg|thumb|none|600px|Hoxton bringing his antique to the range.]]&lt;br /&gt;
[[File:PD2 MP40 sight.jpg|thumb|none|600px|Iron sights of the MP40.]]&lt;br /&gt;
[[File:PD2 MP40 view left.jpg|thumb|none|600px|Admiring the MP40's details with a strictly less-than-advisable low front grip. Hoxton would practically be asking for his magazine to fall out at this rate.]]&lt;br /&gt;
[[File:PD2 MP40 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]]&lt;br /&gt;
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX(**)==&lt;br /&gt;
The [[SIG-Sauer MPX]] was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER. Known in-universe as the &amp;quot;Signature&amp;quot; SMG, it comes with provisions for alternative forends, stocks and magazines. It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.&lt;br /&gt;
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm. It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.]]&lt;br /&gt;
[[File:PD2 MPX left.jpg|thumb|601px|none|The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding. Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.]] &lt;br /&gt;
[[File:PD2 MPX right.jpg|thumb|600px|none|Note the Signature banner in place of the usual SIG logo. This is also present on the P226R.]] &lt;br /&gt;
[[File:PD2 MPX hold.jpg|thumb|600px|none|Hoxton trying out his new SIG at the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX aim.jpg|thumb|600px|none|Looking through the very clear iron sights of the MPX.]] &lt;br /&gt;
[[File:PD2 MPX reload1.jpg|thumb|600px|none|Reloading the MPX is as straightforward as replacing the magazine...]] &lt;br /&gt;
[[File:PD2 MPX reload2.jpg|thumb|600px|none|...followed by a press on the bolt release.]] &lt;br /&gt;
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] &lt;br /&gt;
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-K===&lt;br /&gt;
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.&lt;br /&gt;
[[File:MPX K Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-K, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX K stock left.jpg|thumb|600px|none|A valiant effort at replicating the looks of the kurz.]]&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX-K Gen 2, for comparison - 9x19mm. The in-game model is an MPX Gen 1 fitted with a KeyMod handguard.]]&lt;br /&gt;
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]]&lt;br /&gt;
&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:PD2 MPX Akimbo left.jpg|thumb|600px|none|Previewing a pair of &amp;quot;Signatures&amp;quot;.]]&lt;br /&gt;
[[File:PD2 MPX Akimbo hold.jpg|thumb|600px|none|Because one SIG is not enough, and two is too few, Hoxton elects to bring '''three''' MPXes to the shooting range.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo aim.jpg|thumb|600px|none|Trying to aim properly with these is a lost cause...]] &lt;br /&gt;
[[File:PD2 MPX Akimbo reload1.jpg|thumb|600px|none|Reloading the dual MPX is the same story as every other akimbo in the game.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view left.jpg|thumb|600px|none|After some magdumps, Hoxton takes some time to appreciate the finer details of his two SIGs.]] &lt;br /&gt;
[[File:PD2 MPX Akimbo view right.jpg|thumb|600px|none|Ditto, other sides.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz(**)==&lt;br /&gt;
The [[PP-19-01 Vityaz]] was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot; with akimbo option. &lt;br /&gt;
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; SB-20-01 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
This section includes most of the weapons categorized as &amp;quot;assault rifles&amp;quot; by the game; the rest can be found in the carbine section.&lt;br /&gt;
==AKS-74==&lt;br /&gt;
The [[AKS-74]] is the second primary weapon unlocked, at reputation level 1. It's simply called the AK Rifle and holds 30 rounds. Given its early unlock point, the AK is a fairly all-rounder weapon. It has better damage than the AMCAR with only lower stability as a real negative. Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.&lt;br /&gt;
&lt;br /&gt;
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AKS74 left.jpg|thumb|none|600px|Fun fact, the AKS-74 is the only AK to get bakelite mags in-game.]]&lt;br /&gt;
[[File:PD2 AKS74 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKS74 holding.jpg|thumb|none|600px|A nice sunny day and a nice shiny AK.]]&lt;br /&gt;
[[file:PD2 AKS74 iron sights.jpg|thumb|none|600px|Iron sights what you'd expect from an AK.]]&lt;br /&gt;
[[file:PD2 AKS74 reloading ett.jpg|thumb|none|600px|Reloading. Rocking in a new mag...]]&lt;br /&gt;
[[file:PD2 AKS74 reloading2.jpg|thumb|none|600px|...then pulling the charging handle. One can make out a round in the chamber.]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:PD2 AK74 misc2.jpg|thumb|600px|none|Fitting the &amp;quot;Classic Stock&amp;quot; from The &amp;quot;Butcher's AK/CAR Mod Pack&amp;quot; turns the rifle into a regular [[AK-74]]. This effectively fits with the receiver's characteristics mentioned above (no latch on the left and only two rear rivets at the rear).]] &lt;br /&gt;
[[File:PD2 AK74 misc1.jpg|thumb|600px|none|Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called &amp;quot;Assault Rifles&amp;quot; They always come in twos and the models are noticeably higher quality than the in-game model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] becomes available to players at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle lacks the third gen's bolt release. Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip is mounted.&lt;br /&gt;
&lt;br /&gt;
The AUG is a weird gun that is built more for accuracy than anything else. Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else ''but'' these two stats. Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]]&lt;br /&gt;
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|The AUG in all of its Austrian glory. The proprietary Steyr mag was actually introduced via an update. The AUG previously came with yellow PMAGs, which the real deal couldn't use.]]&lt;br /&gt;
[[File:AUG A2 PD2 right.jpg|thumb|none|600px|Sadly there are no foregrip mods that let you swap out the drab stock grip.]]&lt;br /&gt;
[[file:AUG A2 PD2 idle.jpg|thumb|none|600px|Sokol enjoying the Maryland sun with his AUG.]]&lt;br /&gt;
[[file:AUG A2 PD2 Iron sights.jpg|thumb|none|600px|Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.]]&lt;br /&gt;
[[file:AUG A2 PD2 Reloading1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:AUG A2 PD2 reloading2.jpg|thumb|none|600px|Reloading. Note the bullets are actually modeled inside the magazine!]]&lt;br /&gt;
===Thales F90===&lt;br /&gt;
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the [[Thales F90]] and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.&lt;br /&gt;
[[file:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm]]&lt;br /&gt;
[[file:PD2 AUG A2 misc1.jpg|thumb|none|600px|Slapping the &amp;quot;Raptor Polymer Body&amp;quot; onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences. It can become a [[AKM]] if the &amp;quot;Classic Stock&amp;quot; from The Butcher's AK/CAR Mod Pack is equipped.&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS right.jpg|thumb|600px|none|As with the AKS-74, the AKMS is depicted with only two rivets at the rear of the receiver (like a fixed-stock AKM), but here at least the top cover is correctly ribbed.]] &lt;br /&gt;
[[File:PD2 AKMS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AKMS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AKMS reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine.]] &lt;br /&gt;
[[File:PD2 AKMS reloading2.jpg|thumb|600px|none|Racking the charging handle. A round can be seen in the chamber if one looks closely enough.]] &lt;br /&gt;
[[File:PD2 AKMS Gold right.jpg|thumb|600px|none|The Gold AKMS in all its fugly glory.]]&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|450px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barreled).]]&lt;br /&gt;
[[file:PD2 AKMS misc5.jpg|thumb|none|600px|Fitting the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the AKMS allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]]]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKM misc6.jpg|thumb|600px|none|The AKM fitted with the &amp;quot;Classic stock&amp;quot; giving it that classic look.]] &lt;br /&gt;
[[File:PD2 AKMS misc1.jpg|thumb|600px|none|The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon. They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.]] &lt;br /&gt;
[[File:PD2 AKMS misc2.jpg|thumb|600px|none|Ditto.]]&lt;br /&gt;
[[File:PD2 AKMS misc4.jpg|thumb|600px|none|The AI Houston using an AKM.]]&lt;br /&gt;
&lt;br /&gt;
==M14 Designated Marksman Rifle==&lt;br /&gt;
An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] with a McMillan M2A stock and a short 16&amp;quot; barrel appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is set to semi-auto by default but can be switched to full-auto and holds 10 rounds in a 20-round magazine. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417. The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]]. &lt;br /&gt;
&lt;br /&gt;
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges. Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 left.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Springfield Armory M1A SOCOM 16 PD2 right.jpg|thumb|none|600px|Note fire-selector below the rear sight.]]&lt;br /&gt;
[[File:PD2 M14 holding.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:PD2 M14 iron sights.jpg|thumb|none|600px|Iron Sights.]]&lt;br /&gt;
[[File:PD2 M14 reloading1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:PD2 M14 reloading2.jpg|thumb|none|600px|About to insert a fresh mag.]]&lt;br /&gt;
[[File:PD2 M14 reloading3.jpg|thumb|none|600px|Hitting the bolt-release, a very rare sight with M14-style rifles in video-games. Note that the bolt is just about to lock into battery.]]&lt;br /&gt;
[[File:PD2 M14 misc1.jpg|thumb|none|600px|The M14 DMR in a JAE 100 G3 stock...]]&lt;br /&gt;
[[File:PD2 M14 misc2.jpg|thumb|none|600px|...and here in a Sage EBR Chassis.]]&lt;br /&gt;
[[File:PD2 M14 misc3.jpg|thumb|none|600px|In the &amp;quot;Butcher Mod Pack&amp;quot; update, a scope mount was added for the M14. Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.]]&lt;br /&gt;
===Ruger Mini-14 F===&lt;br /&gt;
Attaching the &amp;quot;B-Team Stock&amp;quot; that came with the &amp;quot;Fugitive Weapon Pack&amp;quot; transforms the M14 into an approximation of the [[Ruger Mini-14|Ruger Mini-14 F]], albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.&lt;br /&gt;
&lt;br /&gt;
The attachment's name is a reference to ''[[The A-Team]]'', whose protagonists made frequent use of folding-stocked Mini-14s.&lt;br /&gt;
[[File:Mini14f.jpg|thumb|none|500px|Stainless steel Ruger Mini-14 F with folding stock and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Mini 14 left.jpg|thumb|none|600px|Inventory preview of the not-so-miniature Mini-14. Note the overly-squarish stock which doesn't quite resemble the real thing.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The whole [[FN FNC#Bofors Ak 5 / Ak 5B / Ak 5C / Ak 5D / CGA5P|Bofors Ak 5]] family appears as the &amp;quot;AK5&amp;quot;, all packed inside one gun's upgrade selection. Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best. Unlocked at level 33.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]]&lt;br /&gt;
===Ak 5B===&lt;br /&gt;
Sticking on the &amp;quot;Bertil Stock&amp;quot; from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B. &lt;br /&gt;
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]]&lt;br /&gt;
===Ak 5C===&lt;br /&gt;
The modernized [[FN FNC#Specifications - Ak 5C|Bofors Ak 5C]] comes together by replacing almost everything that comes off the receiver.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|The true form of the rifle gains a leap to all important stats with the addition of the &amp;quot;Caesar&amp;quot; stock, &amp;quot;Karbin Ceres&amp;quot; foregrip and the recently introduced &amp;quot;CQB Barrel&amp;quot;, decorated here with a yellow laser module and a Lancer L5 magazine. The resemblance is far from perfect, however, due to the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-c.jpg|thumb|none|600px|The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.]]&lt;br /&gt;
[[File:Payday2 Ak 5 reload.jpg|thumb|none|600px|More targets means more bullets. The real-life foregrip's venting holes are nowhere to be seen.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking.jpg|thumb|none|600px|The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.]]&lt;br /&gt;
[[File:PD2 AK5 reloading1.jpg|thumb|600px|none|The reload animation has since been updated to be more conventional.]] &lt;br /&gt;
[[File:PD2 reloading2.jpg|thumb|600px|none|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
===FN FNC===&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard is cribbed straight off the [[FN FNC]] in a direct reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN FNC.jpg|thumb|500px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 Ak 5 preview-fnc.jpg|thumb|none|600px|This unusual upgrade is a shunned choice. It helps less than the 5C handguard in every way.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magbug.jpg|thumb|none|600px|The ghetto-FNC showing off a modeling bug. The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front. This has since been patched.]]&lt;br /&gt;
[[File:Payday2 Ak 5 sights-fnc.jpg|thumb|none|600px|Looks like he's seen the film. The front sight is more reminiscent of the AR-15 types, very legible.]]&lt;br /&gt;
[[File:Payday2 Ak 5 magdry.jpg|thumb|none|600px|An empty magazine coming off the Bofors FNC. The voided barcode sticker is numbered &amp;quot;1KTG40885&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Ak 5 cocking-fnc.jpg|thumb|none|600px|Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16A4]] with a shorter 18&amp;quot; barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.&lt;br /&gt;
&lt;br /&gt;
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right. It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags. Trigger control is key to make good use out of this USGI standard. &lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|500px|none|M16A4 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M16 left.jpg|thumb|600px|none|The magazine is modeled after a 20 round mag but somehow it holds 30 rounds. For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag. A 60-round quad stack and 30-round  &amp;quot;Speed Pull Magazine&amp;quot; for faster reloads are also available.]] &lt;br /&gt;
[[File:PD2 M16 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M16 holding.jpg|thumb|600px|none|Having arrived in America, Dragan and his AMR enjoy the sights of intercity DC.]] &lt;br /&gt;
[[File:PD2 M16 iron sights.jpg|thumb|600px|none|Iron sights, relatively efficient.]] &lt;br /&gt;
[[File:PD2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine.]] &lt;br /&gt;
[[File:PD2 M16 reloading2.jpg|thumb|600px|none|Then pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H(**)==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;Eagle Heavy Rifle&amp;quot; and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[FN SCAR#FN SSR|FN SSR]] stock is used by some Murkywater PMC enemies. The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer. While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]]&lt;br /&gt;
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SCAR-H PD2 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a magazine. The lack of feed lips is all too obvious in this frame.]]&lt;br /&gt;
[[File:SCAR-H PD2 reloading2.jpg|thumb|none|600px|Pulling the charging handle to chamber a new round. Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry. Rather oddly, the original reload was '''correct''', as it uses the bolt release to chamber, until Update #65 released this new animation that seemingly &amp;quot;broke&amp;quot; the rifle.]]&lt;br /&gt;
[[File:PD2 SCAR misc1.jpg|thumb|600px|none|The SCAR-H used by the Murkywater PMCs. Note the AN/PEQ-15 IR designator on top of the front-rail.]] &lt;br /&gt;
[[File:PD2 SCAR misc2.jpg|thumb|600px|none|Ditto.]] &lt;br /&gt;
'''Modified Version'''&lt;br /&gt;
[[File:SCAR-H PD2 modified left.jpg|thumb|none|600px|Modified version with FN SSR stock, EOTech XPS, Command Arms pistol grip, and AN/PEQ-15 IR designator.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 FAL(**)==&lt;br /&gt;
A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the &amp;quot;Falcon Rifle&amp;quot; and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just kinda sits weird. It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines. It makes it pretty rare for you to see a Falcon anymore in regular usage.&lt;br /&gt;
[[File:DSA SA58 with 18'' barrel.jpg‎|thumb|none|500px|DSA SA58 with 18&amp;quot; barrel - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL left.jpg|thumb|none|600px|Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T. Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to &amp;quot;Einzelfeuer&amp;quot; (single-fire), but the weapon still fires fully-automatic by default.]]&lt;br /&gt;
[[Image:PD2 FAL right.jpg|thumb|none|600px|Note the DSA bolt with &amp;quot;sand cuts&amp;quot;. The line &amp;quot;BARRINGTON, IL&amp;quot; milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.]]&lt;br /&gt;
[[File:PD2 FAL holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 FAL iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 FAL reloading1.jpg|thumb|600px|none|Reloading. Rocking in a new magazine...]] &lt;br /&gt;
[[File:PD2 FAL reloading2.jpg|thumb|600px|none|...then finishes by racking the charging handle.]] &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 FAL SA58.jpg|thumb|none|600px|A DSA SA58 OSW can be replicated by equipping the &amp;quot;CQB Foregrip&amp;quot;, &amp;quot;Tactical Grip&amp;quot;, and &amp;quot;CQB Stock&amp;quot; modifications. An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.]] &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|500px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:PD2 FAL miscinthearse.jpg|thumb|none|600px|Attaching the &amp;quot;Retro Foregrip&amp;quot; and &amp;quot;Wooden Stock&amp;quot; to the SA58 allows it to impersonate the [[IMI Romat]].]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1(**)==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;Clarion Rifle&amp;quot; (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in a 25-round magazine. It features unique modifications based on other, often obscure variations of the weapon; alongside the &amp;quot;G2 Grip&amp;quot; to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS .223 civilian rifle. The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] &lt;br /&gt;
[[File:PD2 Famas right.jpg|thumb|600px|none|...and the right side.]] &lt;br /&gt;
[[File:PD2 Famas holding.jpg|thumb|600px|none|John Wick with a FAMAS in the safehouse's driveway.]] &lt;br /&gt;
[[File:PD2 Famas iron sights.jpg|thumb|600px|none|Payday 2's FAMAS is one of the few video game depictions of a FAMAS that actually uses its original iron sights instead of a rail mounted set.]] &lt;br /&gt;
[[File:PD2 Famas reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 Famas reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 Famas reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm NATO. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[File:PD2 Famas misc1.jpg|thumb|600px|none|If fitted with the &amp;quot;G2 Grip&amp;quot; (originally called &amp;quot;Retro Grip&amp;quot; before a patch, even though the G1 and G2 are newer models than the F1), the F1 turns into a G1 model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM 7.62(**)==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs. The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]]&lt;br /&gt;
[[Image:PD2 Galil right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Galil holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Galil iron sight.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 Galil reloading1.jpg|thumb|600px|none|Reloading. Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.]] &lt;br /&gt;
[[File:PD2 Galil reloading2.jpg|thumb|600px|none|Rocking in a new mag.... with one bullet.]] &lt;br /&gt;
[[Image:Galil 7.62SAR Cropped.jpg|thumb|none|450px|IMI Galil SAR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc1.jpg|thumb|none|600px|It's possible to turn the ARM into a [[Galil SAR]] if fitted with the &amp;quot;Light Foregrip&amp;quot;.]]&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc2.jpg|thumb|none|600px|If one modifies the ARM with the &amp;quot;CQB foregrip and &amp;quot;Skeletal stock&amp;quot; it turns into a [[Galil MAR]] lookalike.]]&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|500px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 Galil misc3.jpg|thumb|none|600px|The &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; turns the ARM into the [[Galil Sniper Rifle]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] with a [[Heckler &amp;amp; Koch HK21]] machine gun's stock appears as the &amp;quot;Gewehr 3 Rifle&amp;quot; (a rather redundant name, as &amp;quot;Gewehr&amp;quot; means &amp;quot;rifle&amp;quot;, making this the &amp;quot;Rifle 3 Rifle&amp;quot;), and is available to purchase for owners of the &amp;quot;Gage Assault Pack&amp;quot; DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits. The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read &amp;quot;Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN&amp;quot;, which roughly translates to &amp;quot;This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 right.jpg|thumb|600px|none|Note the G3A3A1-style ambidextrous fire selector. A real G3A3 (see above picture) is designed for right-handed shooters only.]] &lt;br /&gt;
[[File:PD2 G3 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 G3 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 G3 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 G3 reloading2.jpg|thumb|600px|none|...about to insert a full one...]] &lt;br /&gt;
[[File:PD2 G3 reloading3.jpg|thumb|600px|none|...and chambering a round. This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.]] &lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|500px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc3.jpg|thumb|600px|none|Fitting the G3 with the &amp;quot;Wooden foregrip&amp;quot;, &amp;quot;Wooden stock&amp;quot; and &amp;quot;Retro grip&amp;quot; will give it an appearance similar to the CETME rifles. Note the fancy (and entirely cosmetic) sling.]] &lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 with slimline handguard. This example is equipped with Olive-Drab colored furniture; H&amp;amp;K also produced this furniture in Black and &amp;quot;Jungle&amp;quot;-Green (referred to as &amp;quot;Police Green&amp;quot; in German circles). Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 G3 misc4.jpg|thumb|600px|none|With the &amp;quot;Plastic foregrip&amp;quot; and &amp;quot;Retro grip&amp;quot; the G3 looks like the version above.]] &lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg|thumb|500px|none|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:PD2 G3 modified1 left.jpg|thumb|600px|none|The G3A3 modified to ''look'' like a PSG-1, with a &amp;quot;DMR Kit&amp;quot;, &amp;quot;Precision Foregrip&amp;quot;, &amp;quot;Precision Grip&amp;quot;, and a &amp;quot;Precision Stock&amp;quot;.]] &lt;br /&gt;
[[File:PD2 G3 modified1 right.jpg|thumb|600px|none|It's not quite a PSG-1 however...]] &lt;br /&gt;
[[File:PD2 G3 misc1.jpg|thumb|600px|none|Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector. The PSG doesn't have any paddle magazine release or iron sights either.]] &lt;br /&gt;
[[File:PD2 G3 misc2.jpg|thumb|600px|none|Additionally, the fire selector on a PSG-1 isn't ambidextrous and was a forward assist/&amp;quot;silent bolt close divice&amp;quot;, something not present on this mock-up.]] &lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|500px|none|The gun is more of a strange hybrid between the the SG-1...(S-E-F fire-selector, paddle magazine release, iron sights)]] &lt;br /&gt;
[[File:Sr9tc.jpg|thumb|500px|none|...SR9(TC)...(grip, trigger, stock)]] &lt;br /&gt;
[[File:HKMSG90A1.jpg|thumb|500px|none|...and MSG90A1(ambidextrous fire-selector, forward assist, handguard)]]&lt;br /&gt;
[[File:PD2 CopSniperRifle.jpg|thumb|600px|none|The new rifle used by the Police Snipers. Note that it has the &amp;quot;Theia Magnified Scope&amp;quot; installed. This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.]]&lt;br /&gt;
[[File:PD2 CopSniperRifle2.jpg|thumb|600px|none|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2(**)==&lt;br /&gt;
The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. Known in-universe as the &amp;quot;L-95&amp;quot; and referred to as the &amp;quot;Queen's Wrath&amp;quot; by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction. With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 left.jpg|thumb|600px|none|A small clover sticker along with several tally marks can be made out if the player squints hard enough. Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely. It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.]] &lt;br /&gt;
[[File:PD2 L85 right.jpg|thumb|600px|none|Note the zipped-on bottom and right rails. This is due to the L85 series' &amp;quot;flush&amp;quot; handguards not providing any attachment points for aftermarket accessories to mount on.]] &lt;br /&gt;
[[File:PD2 L85 holding.jpg|thumb|600px|none|Clover in her office with her favorite rifle.]]&lt;br /&gt;
[[File:PD2 L85 irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 L85 reloading1.jpg|thumb|600px|none|Reloading. Slapping the mag release, which probably wouldn't work very well.]] &lt;br /&gt;
[[File:PD2 L85 reloading2.jpg|thumb|600px|none|About to mash in a STANAG mag.]] &lt;br /&gt;
[[File:PD2 L85 reloading3.jpg|thumb|600px|none|Then pulling the charging handle. Like in many games, the bolt isn't depicted as locking back once the gun is dry.]]&lt;br /&gt;
[[File:PD2 L85 misc1.jpg|thumb|600px|none|The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine. Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.]] &lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|400px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 L85 misc2.jpg|thumb|600px|none|One can deck out the L85A2 with the distinctive Daniel Defense rail for more tacticool. Also note the ACOG scope, called &amp;quot;Acough Optic Scope&amp;quot; in-game, and the Magpul EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2(**)==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] was released as part of the &amp;quot;Dragan Character Pack&amp;quot; DLC, much like the L85A2 was part of Clover's DLC. It is known in-game as the &amp;quot;Lion's Roar&amp;quot;. The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 VHS right.jpg|thumb|600px|none|Note that the VHS-D2 is strangely a closed bolt weapon depicted as firing from an open bolt.]] &lt;br /&gt;
[[File:PD2 VHS holding.jpg|thumb|600px|none|Dragan in the gym with the rifle of his homeland.]] &lt;br /&gt;
[[File:PD2 VHS irons.jpg|thumb|600px|none|Iron sights. These bears some resemblance with the G36's iron sights.]] &lt;br /&gt;
[[File:PD2 VHS reloading1.jpg|thumb|600px|none|Reloading. Pulling out the magazine.]] &lt;br /&gt;
[[File:PD2 VHS reloading2.jpg|thumb|600px|none|A new magazine about to be loaded in. Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine. The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.]] &lt;br /&gt;
[[File:PD2 VHS reloading3.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 VHS misc1.jpg|thumb|600px|none|With the &amp;quot;CQB Barrel&amp;quot; installed, the rifle resembles the K2 variant of the VHS.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val(**)==&lt;br /&gt;
The [[AS Val]] was added with the Sokol Character Pack. It's called &amp;quot;Valkyria&amp;quot; in-game and holds 20 rounds of 9x39mm in the magazine. Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AS Val holding.jpg|thumb|600px|none|Sokol admiring his hockey stick.]] &lt;br /&gt;
[[File:PD2 AS Val irons.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AS Val reloading1.jpg|thumb|600px|none|Reloading. Removing the empty.]] &lt;br /&gt;
[[File:PD2 AS Val reloading2.jpg|thumb|600px|none|Rocking in a new one.]] &lt;br /&gt;
[[File:PD2 AS Val reloading3.jpg|thumb|600px|none|Pulling the charging handle with an underhand technique.]] &lt;br /&gt;
[[File:PD2 AS Val misc2.jpg|thumb|600px|none|The AS Val fitted with the &amp;quot;Prototype barrel&amp;quot; mod.]] &lt;br /&gt;
[[Image:Vss2.jpg|thumb|none|451px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:PD2 AS Val misc1.jpg|thumb|600px|none|Fitting the AS Val with the &amp;quot;Solid stock&amp;quot; turns it into a [[VSS Vintorez]].]] &lt;br /&gt;
[[File:PD2 AS Val misc3.jpg|thumb|600px|none|A VSS Vintorez in Chains' armory.]] &lt;br /&gt;
[[File:PD2 AS VAL misc1.jpg|thumb|600px|none|The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist. At the time of the heist's release, they used AKMSUs.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A1(**)==&lt;br /&gt;
The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the &amp;quot;CR 805B&amp;quot; in-game. It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality. It's fitted with a non-removable Magpul MVG foregrip. It has a factory gray and black two-tone finish and is fitted with a STANAG magwell (which can also be a factory option). It can be given a shorter barrel that turns the rifle into an A2 model. And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] &lt;br /&gt;
[[File:PD2 805BREN left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN holding.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 805BREN iron sights.jpg|thumb|600px|none|Iron sights.]]&lt;br /&gt;
[[File:PD2 805BREN reloading1.jpg|thumb|600px|none|Reloading. Jiro begins with checking the chamber, which is empty.]]&lt;br /&gt;
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]]&lt;br /&gt;
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] was added to the game as part the &amp;quot;Scarface Character Pack&amp;quot; DLC. Known in-universe as the &amp;quot;Little Friend 7.62 Assault Rifle&amp;quot; or &amp;quot;Schäfer &amp;amp; Gewehr SG-417D&amp;quot;, it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. The weapon is notable for not having any unique modifications to its name whatsoever. It's not even possible to switch out the grip or stock. It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14. And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified as assault rifles in ''PAYDAY 2'', the 417 hikes this up to eleven by having the explicit term right in its (rather long) name, caps and all, which it is '''not''', by any stretch. Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20. Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.]]&lt;br /&gt;
[[Image:PD2 417 right.jpg|thumb|none|600px|Right side. For whatever reason, this incarnation of the &amp;quot;Little Friend&amp;quot; is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock. Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant. The underslung M203 can be switched to the same way one would engage the bipods on an LMG.]]&lt;br /&gt;
[[File:PD2 HK417 holding.jpg|thumb|none|600px|Scarface introducing the target dummy to his &amp;quot;little friend&amp;quot;. The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.]]&lt;br /&gt;
[[File:PD2 HK417 ironsight.jpg|thumb|none|600px|Iron sights. These are the same ones found on Sydney's HK416C.]]&lt;br /&gt;
[[File:PD2 HK417 reload1.jpg|thumb|600px|none|Reloading. Scarface pulling out the spent mag.]]  &lt;br /&gt;
[[File:PD2 HK417 reload2.jpg|thumb|600px|none|Clicking a new one in.]]  &lt;br /&gt;
[[File:PD2 HK417 reload3.jpg|thumb|600px|none|Then finishes with a firm press on the bolt release accompanied with a very weak sound effect.]]&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|375px|RM Equipment M203PI - 40x46mm.]]&lt;br /&gt;
[[File:PD2 M203 holding.jpg|thumb|600px|none|Attached to the Scarface Pack's HK417 is the [[M203 grenade launcher]], effectively forming a two-in-one combo with the launcher also doubling as the 417's unique &amp;quot;attachment&amp;quot; that cannot be removed. Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets. Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy. Upon switching to launcher mode the player character will actually move his/her hand down to the M203's trigger.]]  &lt;br /&gt;
[[File:PD2 M203 reloading1.jpg|thumb|600px|none|Reloading. Opening the breech. Here's a frame away from the empty shell falling out.]] &lt;br /&gt;
[[File:PD2 M203 reloading2.jpg|thumb|600px|none|Loading in a new grenade.]] &lt;br /&gt;
[[File:PD2 M203 reloading3.jpg|thumb|600px|none|Then sliding the breech shut and the M203 is almost ready to fire again.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12(**)==&lt;br /&gt;
The 2016 iteration of the [[AK-12]] was added with the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Going by the name &amp;quot;AK17&amp;quot;, it holds 35 rounds by default, and can accept the other AK magazine mods (the ''Low Drag'' US PALM magazine gives it a similar appearance to the [[:File:AK-15 2016.jpg|AK-15]] variant). And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.&lt;br /&gt;
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]]&lt;br /&gt;
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] &lt;br /&gt;
[[File:PD2 AK12 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 AK12 1.jpg|thumb|none|600px|AK-12 in hand, Wolf watches a GenSec armored car crew have a very bad day.]]&lt;br /&gt;
[[File:PD2 AK12 2.jpg|thumb|none|600px|Returning fire with the AK-12 on the PMC convoy.]]&lt;br /&gt;
[[File:PD2 AK12 3.jpg|thumb|none|600px|Reloading the AK-12.]]&lt;br /&gt;
[[File:PD2 AK12 4.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:PD2 AK12 5 .jpg|thumb|none|600px|Followed by an underhand tug of the charging handle, if needed.]]&lt;br /&gt;
[[File:PD2 AK12 6.jpg|thumb|none|600px|John Wick bashes another character (armed with a scoped SG 552) with his AK-12.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was added to the game in the free WWII Weapon Pack update alongside the [[Luger P08]] and [[MP40]]. Known as the &amp;quot;Galant&amp;quot;, it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity (a correct 8 rounds); however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping '''23'''.&lt;br /&gt;
&lt;br /&gt;
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.&lt;br /&gt;
&lt;br /&gt;
Unlocking the Garand requires the player getting 100 kills with the MP40.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] &lt;br /&gt;
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]]&lt;br /&gt;
[[File:PD2 Garand hold.jpg|thumb|600px|none|Modern shooting range, meet 80-year-old battle rifle.]]&lt;br /&gt;
[[File:PD2 Garand sight.jpg|thumb|600px|none|Iron sights. These are almost identical to the ones on the [[SOCOM 16]], and like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them. Not that this actually stops it from shooting directly where it's pointed in-game, of course. Though illegible in this screenshot, the markings on the receiver claim the M1 is made by &amp;quot;Moonbase Armory&amp;quot;.]]&lt;br /&gt;
[[File:PD2 Garand view left.jpg|thumb|600px|none|Hoxton inspects the Garand's nicely-detailed left side.]]&lt;br /&gt;
[[File:PD2 Garand view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 Garand reload 1.jpg|thumb|600px|none|*ping* goes the clip. Hoxton merrily clicks another one in and be on his way once again. True to life, this empty reload is much faster than doing it mid-clip.]]&lt;br /&gt;
[[File:PD2 Garand reload 3.jpg|thumb|600px|none|Reloading mid-clip involves a lot of fiddling around. Hoxton starts this by pulling back the bolt...]]&lt;br /&gt;
[[File:PD2 Garand reload 2.jpg|thumb|600px|none|...then pressing the (barely visible) clip release, and sending the partially-emptied clip skywards. In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery. Note that the clip still makes a *ping* noise when ejected with ammo in it, despite there not being enough room for it to reverberate when struck. At least it's pleasant to listen to.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000#FN F2000 Tactical|FN F2000 Tactical]] with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor. Known in-game as the &amp;quot;Union 5.56&amp;quot;, it sports very low recoil and a high fire rate at the cost of mediocre damage and a barely-above-par accuracy down range. &lt;br /&gt;
&lt;br /&gt;
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 F2000.jpg|thumb|600px|none|For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead. This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips. ]] &lt;br /&gt;
[[File:PD2 F2000 right.jpg|thumb|600px|none|The weapon's other side. There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards. The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.]]&lt;br /&gt;
[[File:PD2 F2000 selector.jpg|thumb|600px|none|While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.]]&lt;br /&gt;
[[File:PD2 F2000 PMAG.jpg|thumb|600px|none|While this is doable in-game, the real F2000 only accepts STANAG boxes. To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG (and &amp;lt;u&amp;gt;'''especially'''&amp;lt;/u&amp;gt; PMAGs) would not physically fit inside the gun.]]&lt;br /&gt;
[[File:PD2 F2000 hold.jpg|thumb|600px|none|Hoxton aiming his F2000 Tactical at a shooting range dummy.]]&lt;br /&gt;
[[File:PD2 F2000 sight.jpg|thumb|600px|none|Iron sights. These are very clear to peep through.]]&lt;br /&gt;
[[File:PD2 F2000 view left.jpg|thumb|600px|none|Hoxton inspects the F2000 Tactical's nicely-detailed left side. The markings read &amp;quot;U.N. BELGIUM WALLONIA cal. 5.56&amp;quot;, which is both a caliber indicator and a reference to the Wallonia-based FN Herstal. The FNH logo seems to have been spoofed with a pair of paw prints, though.]]&lt;br /&gt;
[[File:PD2 F2000 view right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 F2000 reload 1.jpg|thumb|600px|none|Having completed his magdump, Hoxton pulls out the spent mag...]]&lt;br /&gt;
[[File:PD2 F2000 reload 3.jpg|thumb|600px|none|...then clicks a fresh one in...]]&lt;br /&gt;
[[File:PD2 F2000 reload 2.jpg|thumb|600px|none|...and tops it off by pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
Most of the weapons in this section are categorized as &amp;quot;assault rifles&amp;quot; by the game.&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, appears as the ''AMCAR'', the very first primary weapon. Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it. Dumped as soon as possible, but kept by few as a voluntary handicap. After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence.&lt;br /&gt;
[[File:Colt Model 733.jpg‎|thumb|500px|none|Colt Model 733 - 5.56x45mm. Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock. This particular rifle has an A2 lower, an A1E1 upper (forward assist and case deflector with A1 sights as found on Canadian Colts), and a coated aluminium stock.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the &amp;quot;Mil-Spec&amp;quot; magazine. The 20-round straight box comes by default.]]&lt;br /&gt;
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|&amp;quot;Crosskill Tactical&amp;quot;, US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]]&lt;br /&gt;
[[File:Payday2-Colt 733-modified.jpg|thumb|none|600px|Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach. Note the missing carry handle - it doesn't detach from the real-life Model 733.]]&lt;br /&gt;
[[File:Payday2-Colt 733-sights.jpg|thumb|none|600px|Chains catches a guard off-guard. The sight picture is clear, if cramped on the sides.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magfull.jpg|thumb|none|600px|Knocking out a camera warrants a fresh magazine.]]&lt;br /&gt;
[[File:Payday2-Colt 733-magdry.jpg|thumb|none|600px|Empty box out.]]&lt;br /&gt;
[[File:Payday2-Colt 733-reload.jpg|thumb|none|600px|Full box in.]]&lt;br /&gt;
[[File:Payday2-Colt 733-cocking.jpg|thumb|none|600px|And a civilized bolt release. Back in action.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block. It is frequently used by law enforcers and holds 30 rounds. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1. This rifle was notably used by the police Snipers, where it was claimed that it was a &amp;quot;higher caliber variant&amp;quot; of the M4 (perhaps a conversion to something like .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.&lt;br /&gt;
&lt;br /&gt;
The M4A1 has a ridiculous amount of modifications available (albeit most of them are locked behind DLC) which means it can be modified to fit many different roles. These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants. The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle. However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|M4A1 without carrying handle - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 left.jpg|thumb|none|600px|The CAR-4, complete with a aftermarket gas block.]]&lt;br /&gt;
[[File:PD2 M4 right.jpg|thumb|none|600px|Besides the mods listed above, bone stock. ]]&lt;br /&gt;
[[file:PD2 M4 misc1.jpg|thumb|none|600px|The markings on the side of the M4A1. They read: AR15 OVERKILL TACTICAL 5.56x45mm NATO MADE IN USA.]]&lt;br /&gt;
[[file:PD2 M4 holding.jpg|thumb|none|600px|Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or &amp;quot;look, I broke the fire selector&amp;quot;.]]&lt;br /&gt;
[[file:PD2 M4 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M4 reloading1.jpg|thumb|none|600px|Reloading. Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets! (unless a magazine is completely empty, they will always been shown with two bullets in them.]]&lt;br /&gt;
[[file:PD2 M4 reloading2.jpg|thumb|none|600px|Not worried about this shortcoming, he loads the gun with the magazine anyway...]]&lt;br /&gt;
[[file:PD2 M4 reloading3.jpg|thumb|none|600px|...and then chambers one of the two bullets with the bolt release.]]&lt;br /&gt;
[[File:Z-m lr300-ML.jpg|thumb|none|500px|The Z-M LR 300ML - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M4 misc2.jpg|thumb|none|600px|Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique (upper) Receiver makes it resemble the [[Z-M LR 300|Z-M LR 300ML]]. It's not a complete copy however, more like an approximation.]]&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|500px|none|Salient Arms International GRY rifle - 5.56x45mm]] &lt;br /&gt;
[[File:SAITierOne.jpg|thumb|500px|none|Salient Arms International Tier One AR-15 - 5.56x45mm]] &lt;br /&gt;
[[File:PD2 M4 misc3.jpg|thumb|600px|none|Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY (pronounced grey) rifle and their other Tier-One (operator) AR's. The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.]]&lt;br /&gt;
[[File:PD2 M4 cops1.jpg|thumb|500px|none|An FBI...]] &lt;br /&gt;
[[File:PD2 M4 cops2.jpg|thumb|500px|none|...SWAT...]] &lt;br /&gt;
[[File:PD2 M4 cops3.jpg|thumb|500px|none|...and higher level FBI member with their M4A1's. Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one. Also note how the iron sights are flipped down instead of removed like usual. This HD model more clearly shows its fitted with an Exotique (upper) Receiver and a EOTech 553 sight.]] &lt;br /&gt;
[[File:PD2 M4 taser.jpg|thumb|500px|none|A Taser with his old M4A1.]] &lt;br /&gt;
[[File:PD2 M4 snipers.jpg|thumb|500px|none|And finally the snipers with their old riles, note the laser.]]&lt;br /&gt;
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A &amp;quot;Zeal Team&amp;quot; unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]]&lt;br /&gt;
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not. It still lacks any obvious source for the taser projectile to come from.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36KV]] makes an appearance as the &amp;quot;JP36&amp;quot;, unlocked as early as level 16. The damage output stays mediocre no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36K preview.jpg|thumb|none|600px|The standard issue JP36. G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV. The proportions are a little off and the flash hider is that of a [[G36C]], hinting that it might've been modeled from an airsoft cousin or &amp;quot;stretching&amp;quot; a G36C model.]]&lt;br /&gt;
[[File:Payday2 G36K attachments1.jpg|thumb|none|600px|Festooned with toys. The option of installing a &amp;quot;Sniper Stock&amp;quot; from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless. The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.]]&lt;br /&gt;
[[File:Payday2 G36K attachments2.jpg|thumb|none|600px|The performance-increasing &amp;quot;Polizei Special Foregrip&amp;quot; is based on a Knight's Armament quad rail system. Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.]]&lt;br /&gt;
[[File:Payday2 G36K whack.jpg|thumb|none|600px|Houston breaks a shop display along with his ammunition. This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.]]&lt;br /&gt;
[[File:Payday2 G36K reload1.jpg|thumb|none|600px|As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36. Fortunately, the massive ammo pool also means a very quick resupply rate.]]&lt;br /&gt;
[[File:Payday2 G36K reload2.jpg|thumb|none|600px|20 extra bullets (count them!) certainly warrant sending the magazine home with a hearty smack. The precise number of rounds going into the rifle or going with the previous mag are strictly observed.]]&lt;br /&gt;
[[File:Payday2 G36K reload3.jpg|thumb|none|600px|Then he racks the lever...]]&lt;br /&gt;
[[File:Payday2 G36K firing.jpg|thumb|none|600px|...just in time to save himself from a beat cop gone bad.]]&lt;br /&gt;
[[File:PD2 G36C cops.jpg|thumb|600px|none|A GenSec Elite with a G36KV. Note the unique digital camo. It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.]]&lt;br /&gt;
[[File:PD2 G36C cops2.jpg|thumb|600px|none|A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 G36C preview.jpg|thumb|none|600px|Installing the &amp;quot;Compact Foregrip&amp;quot; turns the gun into a convincing [[G36C]]. The stamp names the rifle as a &amp;quot;PJ G36&amp;quot;. The stubby nose helps concealment with only minor drawbacks, but even the potential maximum is too poor to really make a difference when stealth counts.]]&lt;br /&gt;
[[File:Payday2 G36C sights.jpg|thumb|none|600px|A downtown ambush kicks off. The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting. Optics are all but mandatory.]]&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 G36 misc1.jpg|thumb|600px|none|The &amp;quot;Gage Spec Ops Pack&amp;quot; DLC added along with a plethora of weapons mods, the &amp;quot;JP36 Original Sight&amp;quot; and &amp;quot;JP36 Long Foregrip&amp;quot;. This allows the weapon to impersonate the basic [[G36]] or an original German G36K if just the JP36 Original Sight is used.]] &lt;br /&gt;
[[File:PD2 G36 misc2.jpg|thumb|600px|none|A look down the fancy top mounted red dot sight. The reticle shape and color can be changed at the player's discretion.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23==&lt;br /&gt;
The ''Para SMG'' is unlocked at reputation level 19. A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential. It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as ''&amp;quot;olympia&amp;quot;'', that's the headline.&lt;br /&gt;
===Olympic Arms K23B===&lt;br /&gt;
The basic look of the gun is closest to the [[Olympic Arms K23B]] ultrashort carbine. However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.&lt;br /&gt;
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]]&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]]&lt;br /&gt;
[[File:Payday2 K23B preview.jpg|thumb|none|600px|The Para in its basic state. There's more than one model that could claim to be the basis.]]&lt;br /&gt;
&lt;br /&gt;
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.&lt;br /&gt;
[[File:Payday2 K23B preview-true.jpg|thumb|none|600px|The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.]]&lt;br /&gt;
&lt;br /&gt;
===Olympic Arms K23P===&lt;br /&gt;
Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind. This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.&lt;br /&gt;
[[File:Payday2 K23B pistol.jpg|thumb|none|600px|The wire stock secretly improves recoil control by +1. The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise. Note the further concealing Straight Grip.]]&lt;br /&gt;
&lt;br /&gt;
===M4 CQBR / Mk 18 Mod 0===&lt;br /&gt;
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10&amp;quot; length (falls just short of the 11.5&amp;quot; AMCAR) makes the most American option the [[Mk 18 Mod 0]], ignoring the lack of a gas block/front sight and the too short foregrip.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with Navy markings and special accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Payday2 K23B Mk48 remastered.jpg|thumb|none|600px|The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff. The grip is Command Arms, the rest are faithful Magpul recreations.]]&lt;br /&gt;
[[File:Payday2 K23B reload.jpg|thumb|none|600px|Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation). Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.]]&lt;br /&gt;
[[File:Payday2 K23B sights.jpg|thumb|none|600px|The sight picture is the same as the AMCAR, but it works well at ranges this short. Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
A variant on the [[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 categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets a lot of love for the same reason, but with a lot more caveats in the way that make this a weapon you need to train with. It has a very high rate of fire and no stability stock, meaning it can easily blister through its low mag count in a few seconds if you aren't careful. &lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 AKMSU right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 AKMSU holding.jpg|thumb|none|600px|Dallas admiring his huge stack of cash that he sadly can not spend on guns.]]&lt;br /&gt;
[[file:PD2 AKMSU iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 AKMSU reloading1.jpg|thumb|none|600px|Reloading. About to karate-chop the magazine out of the gun...]]&lt;br /&gt;
[[file:PD2 AKMSU reloading2.jpg|thumb|none|600px|...off it goes!]]&lt;br /&gt;
[[file:PD2 AKMSU quadmag.jpg|thumb|none|600px|Chains about to insert a quad stack magazine...]]&lt;br /&gt;
[[file:PD2 AKMSU reload.jpg|thumb|none|600px|...and finally racking the charging handle.]]&lt;br /&gt;
[[File:PD2 AKMS misc3.jpg|thumb|600px|none|Russian &amp;quot;light&amp;quot; mercs and (formerly) the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines. One might assume they use AKS-74Us due to the bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.62x39mm. This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.]]&lt;br /&gt;
===Akimbo===&lt;br /&gt;
[[File:PD2 AKMSU akimbo right.jpg|thumb|600px|none|This is a bad idea.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo holding.jpg|thumb|600px|none|...but Dallas don't care.]] &lt;br /&gt;
[[File:PD2 AKMSU akimbo reloading.jpg|thumb|600px|none|Reloading. Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game. Magic innit?]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2(**)==&lt;br /&gt;
The [[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 uses 30 round magazines. The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle. As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.&lt;br /&gt;
&lt;br /&gt;
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game. At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside. While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.&lt;br /&gt;
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 right.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 idle.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:SIG 552-2 PD2 iron-sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading1.jpg|thumb|none|600px|Reloading. Note that the magazine is modeled without a follower.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:SIG 552-2 PD2 reloading3.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000(**)==&lt;br /&gt;
Introduced in the Golden Grin update as a farewell gift from the Dentist, the [[Kel-Tec SUB-2000]] appears as the &amp;quot;Cavity 9mm&amp;quot;. A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds. It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses. For some reason it is modeled without the red plastic blade in the front sight.&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 33.jpg|thumb|none|500px|Kel-Tec SUB-2000 with 33-round Glock magazine - 9x19mm]] &lt;br /&gt;
[[File:Payday2 SUB-2000 preview.jpg|thumb|none|600px|The Cavity, straight from the gift wrappings. There are some small markings on the gun, but most are completely illegible. For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine. This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam. Kel-Tec therefore only recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.]]&lt;br /&gt;
[[File:Payday2 SUB-2000 attachments.jpg|thumb|none|600px|The gun comes complete with its own exclusive components. This Delabarre handguard reduces recoil at the expense of a lot of concealability. An alternate sight comes highly recommended.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip1.jpg|thumb|none|600px|Flipping open the SUB-2000. Explains the extreme concealment rating, fails to account for the aftermarket sights. Not much slower than any other weapon draw, oddly enough.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 flip2.jpg|thumb|none|600px|His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve. Lifespan measured in seconds.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 hipfire.jpg|thumb|none|600px|The second GenSec employee taking five to center mass. A surprise considering the gun's abysmal hipfire performance.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 mag.jpg|thumb|none|600px|Hoxton's reign of terror takes a short pause. Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.]]&lt;br /&gt;
[[file:Payday2 SUB-2000 reload.jpg|thumb|none|600px|The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine. Chambering rare overpressure rounds would logically go with the low ammunition reserve, too.]]&lt;br /&gt;
[[Image:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|500px|Kel-Tec SUB-2000 Gen 2 - 9x19mm]] &lt;br /&gt;
[[file:Payday2 SUB-2000G2 overview.jpg|thumb|none|600px|Slapping on the &amp;quot;Appalachian Foregrip&amp;quot; transforms the first-run gun into a current Gen 2 model. The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles. Note the stock, which also changed into that of the newer model.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 attachments.jpg|thumb|none|600px|The &amp;quot;Tooth Fairy Suppressor&amp;quot; foregrip option also puts the rest of the furniture into Gen 2 shape. It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.]]&lt;br /&gt;
[[file:Payday2 SUB-2000G2 sights.jpg|thumb|none|600px|The sight picture of the SUB-2000, viewed against a distant mercenary's upper body. The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult. In real life the front sight blade is notorious for falling out or breaking off easily.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C(**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the &amp;quot;Schäfer &amp;amp; Gewehr 416C&amp;quot;, but this copy of the weapon was renamed by Sydney to &amp;quot;Bootleg&amp;quot; after apparently buying from a blackmarket arms trader behind a gas station in Australia. Sydney also has a tattoo of the carbine on her left arm. It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout. And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.&lt;br /&gt;
[[Image:HK416C.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416C carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] &lt;br /&gt;
[[File:PD2 416C right.jpg|thumb|600px|none|Note the bullets modeled inside the drum. Also note the Magpul RVG that is fitted by default and can't be removed. The collapsible stock can't be extended either, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.]] &lt;br /&gt;
[[File:PD2 416C holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 416C iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 416C reloading1.jpg|thumb|600px|none|Reloading. Dumping the empty drum...]] &lt;br /&gt;
[[File:PD2 416C reloading2.jpg|thumb|600px|none|...inserting a new one... (Here you can see &amp;quot;SG 416 C&amp;quot; on the mag-well.)]] &lt;br /&gt;
[[File:PD2 416C reloading3.jpg|thumb|600px|none|...and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Taran Tactical Innovations TR-1 Ultralight(**)==&lt;br /&gt;
The [[Taran Tactical Innovations TR-1 Ultralight|Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the &amp;quot;John Wick Heists&amp;quot; pack as the &amp;quot;Contractor .308&amp;quot;, ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields (despite only having slightly higher base damage than the above HK417 and M14), while crippling it with the typically meager sniper ammo reserve (one full magazine in the weapon, and only one in reserve) at the same time. For whatever reason, the &amp;quot;Contractor .308&amp;quot; is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.&lt;br /&gt;
&lt;br /&gt;
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.&lt;br /&gt;
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|Left-side view of the TR-1. Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the .308 AR-10 receiver.]]&lt;br /&gt;
[[File:PD2 TTI TR1 right.jpg|thumb|600px|none|The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles. The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the .308/7.62x51mm AR-10.]]&lt;br /&gt;
[[File:PD2 TTI TR1 misc1.jpg|thumb|600px|none|An up close look at the receiver. Taran Tactical Innovations has been changed to &amp;quot;Tecci Tactical Operations&amp;quot;. Note that the while the lower has &amp;quot;SAFE-FIRE&amp;quot; markings, which would mean that it would be capable of firing in semi-auto only (which is also what it does in-game), the selector is flipped to where auto would be on a select-fire AR.]] &lt;br /&gt;
[[File:PD2 TTI TR1 misc2.jpg|thumb|600px|none|Fitting the rifle with the &amp;quot;contractor grip&amp;quot; and &amp;quot;contractor stock&amp;quot; gives it an appearance similar to the rifle pictured above. ]]&lt;br /&gt;
[[File:PD2 TR-1 1.jpg|thumb|none|600px|On the watch for lawmen with the TTI TR-1.]]&lt;br /&gt;
[[File:PD2 TR-1 2.jpg|thumb|none|600px|Looking down an attached 45° canted reflex sight, just as John had on the movie's rifle.]]&lt;br /&gt;
[[File:PD2 TR-1 3.jpg|thumb|none|600px|Wick backs out of the window while taking fire from an unfriendly medic.]]&lt;br /&gt;
[[File:PD2 TR-1 4.jpg|thumb|none|600px|Meanwhile, Chains smacks in a new magazine as a random woman looks on in horror at the goon squad.]]&lt;br /&gt;
[[File:PD2 TR-1 5.jpg|thumb|none|600px|Chambering a .308 round. The bolt appropriately locks back for the empty reload.]]&lt;br /&gt;
[[File:PD2 TR-1 6.jpg|thumb|none|600px|The TR-1, locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IWI X95|IWI X95]] was added on Day 4 of the 2018 Breaking News event. Previously known in-universe as the &amp;quot;MTAR 21&amp;quot;, which is technically its predecessor, the X95 has since been renamed as the &amp;quot;Tempest 21&amp;quot;. It has agreeable accuracy and stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name.&lt;br /&gt;
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 X95 left.jpg|thumb|600px|none|Left-side view of the X95. This is the Flattop model, as evident by the one-piece top rail. It's missing the side mounts, however.]]&lt;br /&gt;
[[File:PD2 X95 right.jpg|thumb|600px|none|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 X95 hold.jpg|thumb|none|600px|Another day, another gun. Hoxton brings his mint-condition piece of Israeli engineering to the range.]]&lt;br /&gt;
[[File:PD2 X95 aim.jpg|thumb|none|600px|Looking down the X95's iron sights.]]&lt;br /&gt;
[[File:PD2 X95 view left.jpg|thumb|none|600px|Admiring the X95's left side...]]&lt;br /&gt;
[[File:PD2 X95 view right.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 X95 reload1.jpg|thumb|none|600px|Reloading the X95 involves a lot of fiddling around. Hoxton starts by replacing the magazine...]]&lt;br /&gt;
[[File:PD2 X95 reload2.jpg|thumb|none|600px|...followed by giving the charging handle a solid yank.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells. The Gage Shotgun Pack introduces the first four shell types (000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.&lt;br /&gt;
&lt;br /&gt;
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under &amp;quot;Revolvers&amp;quot; instead.&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun]], called the &amp;quot;Reinfeld 880&amp;quot; is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock. It's the first unlockable shotgun. It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer. The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease. Sure it lacks on stealth but that's for it's boo-hoo little brother.&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|500px|Remington Model 870 Field Gun - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all it's early 2010's modeled glory.]]&lt;br /&gt;
[[File:PD2 M870 right.jpg|thumb|none|600px|Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.]]&lt;br /&gt;
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]]&lt;br /&gt;
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870 reloading1.jpg|thumb|none|600px|Reloading. Loading up with some 12 gauge shells...]]&lt;br /&gt;
[[file:PD2 M870 reloading2.jpg|thumb|none|600px|...and chambering said 12 gauge shell.]]&lt;br /&gt;
[[File:PD2 M870 cops.jpg|thumb|500px|none|A LEO with his 870. Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.]] &lt;br /&gt;
[[File:PD2 M870 dozer.jpg|thumb|500px|none|The green dozer's 870.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-Barreled==&lt;br /&gt;
A stubby variant of the [[Remington Model 870 Field Gun]] is unlocked at level 13 and is called the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches. The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition. Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability. Which doesn't matter given it's a pump action shotgun.&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]]&lt;br /&gt;
[[File:PD2 M870SB right.jpg|thumb|none|600px|Note that despite this being a &amp;quot;sawn off&amp;quot; shotgun, it has a barrel rib that magically comes to a clean end complete with a bead. Probably due from this being the normal Reinbeck barrel model chopped down to fit.]]&lt;br /&gt;
[[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.]]&lt;br /&gt;
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]]&lt;br /&gt;
[[file:PD2 M870SB reloading2.jpg|thumb|none|600px|...and pumping it.]]&lt;br /&gt;
[[file:P1010021.JPG|thumb|none|500px|Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge]]&lt;br /&gt;
[[file:PD2 M870SB misc2.jpg|thumb|none|600px|Putting an AR stock on the Shorty 870 makes it similar to the shotgun above.]]&lt;br /&gt;
[[file:PD2 M870SB misc1.jpg|thumb|none|600px|A tacticooled Shorty 870. Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] (going by the name &amp;quot;IZHMA 12G&amp;quot;) is one of two select-fire shotguns in-game, along with the AA-12. It holds 7 shells in a box magazine and is unlocked at level 26. The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist. You ''can'' make it lethal with some skill stacking, but even then other shotguns are better at that so you probably won't bother.&lt;br /&gt;
&lt;br /&gt;
The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga 12 which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga 12. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion (lacking the corresponding rivets however). &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]]&lt;br /&gt;
[[File:PD2 Saiga right.jpg|thumb|none|600px|The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.]]&lt;br /&gt;
[[file:PD2 Saiga holding.jpg|thumb|none|600px|Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr. Saiga.]]&lt;br /&gt;
[[file:PD2 Saiga iron sights.jpg|thumb|none|600px|Iron sights, shared between a dozen other guns in the game.]]&lt;br /&gt;
[[file:PD2 Saiga boxmag.jpg|thumb|none|600px|Reloading a customized Saiga 12K, note the magazine is now properly loaded.]]&lt;br /&gt;
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]]&lt;br /&gt;
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
===CBRPS Spike X1S AK Chassis===&lt;br /&gt;
A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the &amp;quot;Locke and Load&amp;quot; event as a secondary shotgun which can also be dual-wielded. Known as the &amp;quot;Grimm 12G&amp;quot; or &amp;quot;Brothers Grimm 12G&amp;quot; for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate. And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.&lt;br /&gt;
&lt;br /&gt;
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]]&lt;br /&gt;
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmright.jpg|thumb|600px|none|Right side of the Saiga - Spike X1S.]]&lt;br /&gt;
[[File:Grimmsilencedleft.jpg|thumb|600px|none|The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.]]&lt;br /&gt;
[[File:Grimm.jpg|thumb|600px|none|The Saiga - Spike X1S in-game.]]&lt;br /&gt;
[[File:Grimmzoom.jpg|thumb|600px|none|Aiming down the sights of the Saiga - Spike X1S. These are Magpul MBUS sights, same as the Raven's &amp;quot;Flip-up Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:Grimmreload1.jpg|thumb|600px|none|Reloading the Grimm 12G, starting by removing the magazine...]]&lt;br /&gt;
[[File:Grimmreload2.jpg|thumb|600px|none|... replacing it (note visible shells)...]]&lt;br /&gt;
[[File:Grimmreload3.jpg|thumb|600px|none|... and then racking the bolt to chamber the next shell. This is skipped if reloading before empty.]]&lt;br /&gt;
====Akimbo====&lt;br /&gt;
[[File:Agrimmbo.jpg|thumb|600px|none|And the akimbo &amp;quot;Brothers Grimm&amp;quot;.]]&lt;br /&gt;
[[File:Aggrimbozoom.jpg|thumb|600px|none|And with the &amp;quot;Brothers Grimm&amp;quot;, which consists of just squinting down the middle like with the other akimbo weapons.]]&lt;br /&gt;
[[File:Aggrimboreload.jpg|thumb|600px|none|The &amp;quot;Brothers Grimm&amp;quot;, just before being pulled off-screen to reload. The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at level 39. While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage. 155 stock and not counting mods or skills means this thing easily kills most SWAT in one blast and allowing super small versions with high concealment at a cost of removing any accuracy this might have. &lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double left.jpg|thumb|600px|none|Something something &amp;quot;Boomstick&amp;quot; joke.]] &lt;br /&gt;
[[File:PD2 Double right.jpg|thumb|600px|none|No we don't know why the Mosconi has that horribly angled stock, don't ask.]] &lt;br /&gt;
[[File:PD2 Double holding.jpg|thumb|600px|none|Having grown tired of his modern arms, Wick decides to go for a more classic assassination weapon.]] &lt;br /&gt;
[[File:PD2 Double iron sights.jpg|thumb|600px|none|It would say &amp;quot;iron sights&amp;quot; here if there were any.]] &lt;br /&gt;
[[File:PD2 Double reloading1.jpg|thumb|600px|none|Reloading. Chucking out the spent shells. This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.]] &lt;br /&gt;
[[File:PD2 Double reloading2.jpg|thumb|600px|none|Loading in two new shells. Both shells will always be discarded, regardless if they've been spent or not.]] &lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:PD2 Double misc1.jpg|thumb|600px|none|It's possible to saw down both the barrels and the stock with the use of the &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special&amp;quot; modifications respectively.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12(*)==&lt;br /&gt;
The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the &amp;quot;Predator 12G&amp;quot;. It fires in semi-auto and holds 6 rounds in the default short tube, the &amp;quot;Extended Magazine&amp;quot; gives it the more standard length tube but it holds 10 rounds instead of the correct 8. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group. Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts. A decent enough shotgun for what it is that is still inferior to most others.&lt;br /&gt;
&lt;br /&gt;
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for &amp;quot;sporting purposes&amp;quot;.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]]&lt;br /&gt;
[[Image:Payday2 SPAS12 2.jpg|thumb|600px|none|Note that the shell release seems to be poorly modeled (or mistakenly modeled) to look like a screw, the absence of which would realistically render the gun unable to be reloaded.]]&lt;br /&gt;
[[File:PD2 SPAS holding.jpg|thumb|600px|none|Dallas holds his SPAS wondering why he's bothering with this anyway.]] &lt;br /&gt;
[[File:PD2 SPAS iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:Payday2SPASmelee.jpg|thumb|none|600px|Melee animation. The stock can be folded, removed, or replaced with the solid Franchi stock.]]&lt;br /&gt;
[[File:PD2 SPAS reloading1.jpg|thumb|600px|none|Loading up the SPAS-12 with some shells. Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.]] &lt;br /&gt;
[[File:PD2 SPAS reloading2.jpg|thumb|600px|none|After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move. It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.]]&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|500px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[File:PD2 SPAS misc1.jpg|thumb|600px|none|The various stock configurations of the SPAS-12. Here with no stock, which strangely is the most expensive &amp;quot;attachment&amp;quot;.]] &lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc2.jpg|thumb|600px|none|Solid stock. Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.]] &lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]] &lt;br /&gt;
[[File:PD2 SPAS misc3.jpg|thumb|600px|none|...and lastly the SPAS-12 with the stock folded. Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook. This is presumably removed to allow players to properly aim down the sights during play.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)==&lt;br /&gt;
This [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Over and Under Shotgun]] was introduced along with the Bonnie Character update as the &amp;quot;Joceline O/U 12G&amp;quot;. It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back. Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 left.jpg|thumb|none|600px|As was the case with the other double-barreled shotgun in the game, the &amp;quot;Joceline O/U&amp;quot; seems to be a fictional frankengun, possessing the checkered forearm of the CZ Redhead Deluxe crammed together with what appears to be a Beretta DT11's stippled stock.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 right.jpg|thumb|none|600px|Viewing both sides of the gun reveals that the &amp;quot;Joceline&amp;quot; doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 idle .jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 ironsights.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading2.jpg|thumb|none|600px|Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading3.jpg|thumb|none|600px|Reloading when both shells has been fired.]]&lt;br /&gt;
[[File:Beretta S3.CZ Redhead Deluxe hybrid PD2 reloading4.jpg|thumb|none|600px|Inserting two new shells.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90(**)==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;M1014&amp;quot; in-game, the US Military designation of the shotgun. It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration. A player-usable version was finally added in the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. It holds 8 shells in the 7-round tube. While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the &amp;quot;Long Barrel&amp;quot; mod to the gun will give it the proper length.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 right.jpg|thumb|600px|none| ]] &lt;br /&gt;
[[File:PD2 M4 Super 90 holding.jpg|thumb|600px|none|John Wick decides to take a break on the range and enjoy a slightly less modified Super 90.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading1.jpg|thumb|600px|none|Reloading. Inserting some new shells. Note that the ramp isn't moving.]] &lt;br /&gt;
[[File:PD2 M4 Super 90 reloading2.jpg|thumb|600px|none|After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's &amp;quot;pulled&amp;quot;]]&lt;br /&gt;
[[Image:M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc3.jpg|thumb|600px|none|Fitting the M4 with the &amp;quot;Solid Stock&amp;quot; turns it into a Benelli M4 Tactical. Note that the &amp;quot;Long barrel&amp;quot; modification is also installed here, giving the shotgun its proper barrel length. That mod will also increase the capacity to 10 rounds.]] &lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc1.jpg|thumb|600px|none|With the &amp;quot;Short Barrel&amp;quot; mod, the shotgun becomes a Benelli M4 NFA. Here the &amp;quot;Collapsed Stock&amp;quot; mod is additionally installed. Note that the barrel is slightly too short.]] &lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|450px|Benelli M4 NFA Tactical - 12 gauge]]&lt;br /&gt;
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Solid Stock&amp;quot; installed, one can use the Benelli M4 NFA Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG(**)==&lt;br /&gt;
The [[Kel-Tec KSG]], called the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 KSG holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 KSG iron sights.jpg|thumb|600px|none|Iron sights. Which are Daniel Defense A1 BUIS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights1.jpg|thumb|600px|none|The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights. These are Magpul MBUS sights.]] &lt;br /&gt;
[[File:PD2 KSG iron sights2.jpg|thumb|600px|none|The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.]] &lt;br /&gt;
[[File:PD2 KSG pewpew.jpg|thumb|600px|none|Pumping the KSG.]] &lt;br /&gt;
[[File:PD2 KSG reloading1.jpg|thumb|600px|none|Reloading. Inserting 14 shells in the left magazine tube. Is the TARDIS hiding in there?]] &lt;br /&gt;
[[File:PD2 KSG reloading2.jpg|thumb|600px|none|Reloading. Chambering some gauge. It's interesting to note that the reload animation has been changed twice. The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact. In a later update however, it was changed AGAIN to what we have now.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12(**)==&lt;br /&gt;
The [[Sentinel Arms Striker-12|Striker-12]] appears by the family's most prestigious name; the ''Street Sweeper''. Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams. It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|The right side of a crisp Street Sweeper. The rails come with their own familiar clip-on irons, and the system itself appears to have come from ''[[Modern Warfare 3]]''.]]&lt;br /&gt;
[[File:Payday2 Striker magazine.jpg|thumb|none|600px|Note the different features: the drum advance lever of the Armsel Striker, the shell deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper (actually visible in the above image) and the Sentinel Arms ejection port thumb tab, which is used to advance the drum during reloads like in ''[[Modern Warfare 2]]''. The big tube on the end is an exclusive fictional integral suppressor.]]&lt;br /&gt;
[[File:Payday2 Striker origin.jpg|thumb|none|600px|The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath. The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.]]&lt;br /&gt;
[[File:Payday2 Striker reload.jpg|thumb|none|600px|T-minus one second to Hoxton's liberation, Chains tops off the magazine, following the (almost certainly incorrect) reload animation from MW2. Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat. A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.]]&lt;br /&gt;
[[File:Payday2 Striker casualties.jpg|thumb|none|600px|T-plus three seconds, minus three prison guards. The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12(**)==&lt;br /&gt;
The [[AA-12]] was added with &amp;quot;The Butcher's BBQ Pack&amp;quot; as the &amp;quot;Steakout 12G&amp;quot;, possibly a pun on the [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] model (ironically, a standard Ithaca 37 was added later with the &amp;quot;Goat Simulator&amp;quot; DLC) &lt;br /&gt;
&lt;br /&gt;
It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 left.jpg|thumb|600px|none|&amp;quot;O-24&amp;quot; is scribbled on the magazine.]] &lt;br /&gt;
[[File:PD2 AA12 right.jpg|thumb|600px|none|Note that the bolt is closed on the preview screen, showing that it is very nicely detailed.]] &lt;br /&gt;
[[File:PD2 AA12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 AA12 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 AA12 reloading1.jpg|thumb|600px|none|Reloading. just about to fully insert a magazine.]] &lt;br /&gt;
[[File:PD2 AA12 reloading2.jpg|thumb|600px|none|Pulling the charging handle.]] &lt;br /&gt;
[[File:PD2 AA12 misc4.jpg|thumb|600px|none|The AA-12 tricked out with a rail (that has a pointless shell holder) fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel. Note that the drum magazine is translucent, it visibly empties as the shotgun fires. This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.]] &lt;br /&gt;
[[File:PD2 AA12 misc1.jpg|thumb|none|600px|As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!]]&lt;br /&gt;
[[File:PD2 AA12 misc2.jpg|thumb|none|600px|Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open. Why the AA-12 fluctuates between a closed and open bolt (sometimes in the middle of a game) is unknown.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|500px|The MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[File:PD2 AA12 misc3.jpg|thumb|600px|none|Fitting the CQB with the long barrel modification turns it into a regular AA-12.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37(**)==&lt;br /&gt;
Along with the &amp;quot;Goat Simulator&amp;quot; DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. Called &amp;quot;GSPS 12G&amp;quot; in-game as a rather obvious parody of the &amp;quot;Deer Slayer Police Special&amp;quot; variant. It incorrectly holds 7 rounds in the standard 4-round tube magazine. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.&lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]]&lt;br /&gt;
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca37 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 Ithaca 37 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Ithaca 37 iron sights.jpg|thumb|600px|none|Iron sights, or rather a bead sight.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading1.jpg|thumb|600px|none|Reloading. The magazine tube takes 7 shells in a 4 round magazine tube.]] &lt;br /&gt;
[[File:PD2 Ithaca 37 reloading2.jpg|thumb|600px|none|Reloading. Chambering a shell.]]&lt;br /&gt;
[[File:PD2 Ithaca 37 misc.jpg|thumb|600px|none|The Ithaca 37 with the Riot Barrel and Stakeout Grip. Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout (the default length more closely resembles the actual Riot barrel), but the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.]]&lt;br /&gt;
[[File:PD2 Ithaca37 misc2.jpg|thumb|600px|none|[[No Country for Old Men#Remington 11-87|No Ithaca for old men]].]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887(**)==&lt;br /&gt;
The [[Winchester Model 1887]] was added with the Biker Character Packs and is called the &amp;quot;Breaker 12G&amp;quot; in-game. It incorrectly holds 7 rounds in its 5-round tube magazine. Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.&lt;br /&gt;
&lt;br /&gt;
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:PD2 1887 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 1887 holding.jpg|thumb|600px|none|Rust (voice acted by [[Ron Perlman]]) holding his recently washed Model 1887.]]&lt;br /&gt;
[[File:PD2 1887 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[File:PD2 1887 misc1.jpg|thumb|600px|none|Cycling the action after firing, note the new shell being chambered.]] &lt;br /&gt;
[[File:PD2 1887 misc2.jpg|thumb|600px|none|Cycling the lever after the last round been fired reveals that the chamber is empty. Nice attention to detail.]] &lt;br /&gt;
[[File:PD2 1887 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new shell.]] &lt;br /&gt;
[[File:PD2 1887 reloading2.jpg|thumb|600px|none|Loading up on more shells, note that the magazine tube is loaded.]] &lt;br /&gt;
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock. Trying to pull a spin-cock with a normal-sized lever is a bad idea.]]&lt;br /&gt;
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] &lt;br /&gt;
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision Six12|Crye Precision SIX12]] was added during &amp;quot;Hoxton's Housewarming Party&amp;quot; as a secondary shotgun. It's called &amp;quot;Goliath 12G&amp;quot; in-game and is based on the 2nd prototype. More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.&lt;br /&gt;
&lt;br /&gt;
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve. The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.&lt;br /&gt;
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] &lt;br /&gt;
[[File:PD2 Six12 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 Six12 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] &lt;br /&gt;
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]]&lt;br /&gt;
==Remington Exposed Hammer SxS==&lt;br /&gt;
What looks to be a [[12 Gauge Double Barreled Shotgun|Remington Exposed Hammer SxS]] was added to the game on Day 4 of the 2018 Breaking News event as the &amp;quot;Claire 12G&amp;quot;. The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting. &lt;br /&gt;
&lt;br /&gt;
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to ''PAYDAY 2''.&lt;br /&gt;
[[file:RemingtonSxS.jpg|thumb|450px|none|Remington Exposed Hammer SxS - 12 gauge]]&lt;br /&gt;
[[File:PD2 SxS left.jpg|thumb|600px|none|Left side view of the SxS. Note the exposed hammers.]] &lt;br /&gt;
[[File:PD2 SxS right.jpg|thumb|600px|none|Right side]] &lt;br /&gt;
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] &lt;br /&gt;
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] &lt;br /&gt;
[[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] &lt;br /&gt;
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|&amp;quot;Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?&amp;quot;]]'']] &lt;br /&gt;
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] &lt;br /&gt;
[[File:PD2 SxS reloading2.jpg|thumb|600px|none|Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 (**)==&lt;br /&gt;
The [[Winchester Model 1897]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
[[Image:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[Image:Winchester97field.jpg|thumb|none|450px|Winchester Model 1897 Field shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in &amp;quot;Trench&amp;quot; configuration - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser (**)==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] with buffer tube adapter was added to the game in the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The first three machine guns (The RPK, M249 Para and HK21E) were added in the second &amp;quot;Gage weapon pack&amp;quot; DLC. The &amp;quot;Gage Historical Pack&amp;quot; introduced the MG-42 and the &amp;quot;CrimeFest 2015&amp;quot; update introduced the Ksp 58. These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate. The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the &amp;quot;Lion bipod&amp;quot; was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil. One cannot move when the bipod is deployed however.&lt;br /&gt;
&lt;br /&gt;
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs (General Purpose Machine Guns).&lt;br /&gt;
&lt;br /&gt;
==RPK(**)==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.&lt;br /&gt;
&lt;br /&gt;
At first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner. With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. &lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|500px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:PD2 RPK left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 RPK right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 RPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new drum.]]&lt;br /&gt;
[[File:PD2 RPK reloading2.jpg|thumb|600px|none|Reloading. Chambering a new round.]] &lt;br /&gt;
[[File:PD2 RPK modified left.jpg|thumb|600px|none|For some reason, putting a synthetic handguard with a plastic foregrip onto the RPK decreases both accuracy ''and'' stability but ''increases'' damage.]] &lt;br /&gt;
[[File:PD2 RPK74mag.jpg|thumb|none|600px|There is an unused [[RPK-74M]] type magazine hidden in the game files that can be used as a reskin of the default drum mag via mod tools.]]&lt;br /&gt;
[[File:PD2 variousAKs.jpg|thumb|600px|none|The RPK seen along with various other AKs in the new safehouse. Note that this model still has its bipod despite it not being present on the current weapon model.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para(**)==&lt;br /&gt;
The [[FN Minimi#M249|M249 Para]] appears as the &amp;quot;KSP&amp;quot; (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. For the person who doesn't care about anything in front of him, the KSP is the border between &amp;quot;somewhat controllable&amp;quot; rate of fire and &amp;quot;I CANT SEE ANYTHING OH DEAR GOD HELP&amp;quot; rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box  - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M249 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M249 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the weapon (or any machine gun for that matter) will simply zoom in the perspective like this. Laser sights are recommended.]] &lt;br /&gt;
[[File:PD2 M249 shooting.jpg|thumb|600px|none|Blasting away with the M249 Para, note the brass and disintegrating belt links.]] &lt;br /&gt;
[[File:PD2 M249 reloading1.jpg|thumb|600px|none|Reloading. Note the strange presence of an empty belt, meaning the box mag was loaded with some extra belt with no rounds in them for some reason. The last visible round in the belt actually corresponds to the 4th or 5th-to-last count of ammunition, meaning the last three or so bullets are conjured up out of nowhere in order to keep the lead flying.]] &lt;br /&gt;
[[File:PD2 M249 reloading2.jpg|thumb|600px|none|Reloading. About to fit in some more bullets.]] &lt;br /&gt;
[[File:PD2 M249 commisar.jpg|thumb|600px|none|The Commissar in a tasteful suit, holding on to his full-stocked M249 Para. Screenshot courtesy of the [http://payday.wikia.com/wiki/Payday_Wiki Payday wiki]]] &lt;br /&gt;
[[File:PD2 M249 dozer.jpg|thumb|500px|none|A skull dozer ready to tear up some heisters with his own full-stocked M249 Para. The NPC version of the M249 Para holds 225 rounds instead of the regular flavor's 200.]] &lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200-round ammo box - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc1.jpg|thumb|600px|none|The Soild Stock and Long Barrel attachments turn the M249 Para into a [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249-E2 SAW]].]] &lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]]&lt;br /&gt;
[[File:PD2 ZealTeamDozer.jpg|thumb|600px|none|The &amp;quot;Zeal Team&amp;quot; Dozer with his Mk 46 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E(**)==&lt;br /&gt;
Returning from the previous installment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch HK21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style  diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.&lt;br /&gt;
[[file:HK21E.jpg|thumb|500px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 HK21E reloading1.jpg|thumb|none|600px|Reloading. A little button is pressed in order to release the box mag.]]&lt;br /&gt;
[[file:PD2 HK21E reloading2.jpg|thumb|none|600px|Reloading. Inserting a new box.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42(**)==&lt;br /&gt;
The [[MG42#MG42|MG 42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the &amp;quot;Gage Historical Pack&amp;quot; DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although loosing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a &amp;quot;BRRAP&amp;quot; and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:PD2 MG42 left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MG42 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]]&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The &amp;quot;Light Barrel&amp;quot; modification gives it the barrel of its predecessor, the [[MG34|MG 34]].]]&lt;br /&gt;
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the &amp;quot;Heatsinked Suppressed Barrel&amp;quot;, based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
Although called &amp;quot;Ksp 58&amp;quot; in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of &amp;quot;CrimeFest 2015&amp;quot; and along with it the ability to use a bipod with Machine Guns. Similarly to the SPAS and most of the Community weapons, the Ksp is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place. Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison  - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M240 left.jpg|thumb|600px|none|The not-actually-a-Ksp 58, in all of its fraudulent glory.]]&lt;br /&gt;
[[File:PD2 M240 right.jpg|thumb|600px|none|The other side, showing off the further-revealing carrying handle.]]&lt;br /&gt;
[[File:PD2 M240 holding.jpg|thumb|600px|none|The MG in first-person.]]&lt;br /&gt;
[[File:PD2 M240 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M240.]]&lt;br /&gt;
[[File:PD2 M240 reloading1.jpg|thumb|600px|none|Reloading. It should be noted that the belt is shown as still having bullets in it even after apparently going through the whole box.]]&lt;br /&gt;
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by &amp;quot;plugging in&amp;quot; from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]]&lt;br /&gt;
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the &amp;quot;Lion's bipod&amp;quot; and &amp;quot;Plastic stock&amp;quot;, the latter being more in line with a proper M240 stock.]]&lt;br /&gt;
==M60(**)==&lt;br /&gt;
The [[M60 machine gun]] was added to the game with the release of the &amp;quot;Fugitive Weapon Pack&amp;quot;. Unlike most weapons in the game, it is identified by its real-world name.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;M60&amp;quot;. Note the lack of the barrel-mounted bipod.]]&lt;br /&gt;
[[File:PD2 M60 right.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
[[File:PD2 M60 holding.jpg|thumb|600px|none|The M60 in first-person.]]&lt;br /&gt;
[[File:PD2 M60 view left.jpg|thumb|600px|none|Left side view of the M60.]]&lt;br /&gt;
[[File:PD2 M60 view right.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:PD2 M60 aiming.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the M60.]]&lt;br /&gt;
[[File:PD2 M60 belt.jpg|thumb|600px|none|Appropriately, the belt box is shown as empty after going through most of its capacity.]]&lt;br /&gt;
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]]&lt;br /&gt;
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR==&lt;br /&gt;
The WW2-themed exhibit in the heist &amp;quot;The Diamond&amp;quot;'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls.&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]]&lt;br /&gt;
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The aforementioned exhibit also prominently features several [[MG34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights.&lt;br /&gt;
[[File:MG34 Lafette.jpg|thumb|none|500px|MG34 on Lafette tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the ''[[Point Break (2015)|Point Break]]'' heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update. &lt;br /&gt;
&lt;br /&gt;
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under &amp;quot;Carbines&amp;quot; instead.&lt;br /&gt;
==Remington MSR (**)==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.&lt;br /&gt;
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]]&lt;br /&gt;
[[File:PD2 MSR right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 MSR holding.jpg|thumb|none|600px|The standard scope for all sniper rifles is based off the Schmidt &amp;amp; Bender 1-8x24 PM Short Dot.]]&lt;br /&gt;
[[File:PD2 MSR misc1.jpg|thumb|none|600px|The reticle of the default scope. This scope can't be chosen as an attachment but is placed on a weapon by default when no other optic is chosen. Unlike the other optical sights, there is no way to change the reticle shape or color on this scope.]]&lt;br /&gt;
[[File:PD2 MSR bolt cycle.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:PD2 MSR reloading1.jpg|thumb|600px|none|Reloading. Throwing away the empty mag.]] &lt;br /&gt;
[[File:PD2 MSR reloading2.jpg|thumb|600px|none|Inserting a new one.]] &lt;br /&gt;
[[File:PD2 MSR reloading3.jpg|thumb|600px|none|Cycling the bolt to chamber a round, or rather, an empty case.]] &lt;br /&gt;
[[File:PD2 MSR misc2.5.jpg|thumb|none|600px|The rifle fitted with the &amp;quot;Tactical Aluminium body&amp;quot; &amp;quot;Sniper Suppressor&amp;quot; and the &amp;quot;Theia Magnified Scope&amp;quot; (actually a Leupold Mark 4 LR/T 8.5-25x50mm (30mm) M1 Illum. Ret fitted with a Barrett BORS)]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 Tactical 2 (**)==&lt;br /&gt;
The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the &amp;quot;R93&amp;quot;. Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the &amp;quot;Thanatos&amp;quot; and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 R93 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 R93 bolt cycle.jpg|thumb|600px|none|Cycling the straight-pull bolt.]] &lt;br /&gt;
[[File:PD2 R93 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag.]] &lt;br /&gt;
[[File:PD2 R93 reloading2.jpg|thumb|600px|none|Putting in a new one. The previous &amp;quot;mag-in&amp;quot; animation of the R93 shows a distinct lack of feed lips on the magazine, which is stunning when the mag is upended for a reload without the ammo inside flying all over the place. While the mag itself still lacks the lips, this newer, more tame animation conveniently obscures that fact while also making it much less of an issue.]] &lt;br /&gt;
[[File:PD2 R93 reloading3.jpg|thumb|600px|none|Chambering a round. Note that there's an actual bullet in the chamber. The feed lips are still missing, however.]] &lt;br /&gt;
[[Image:R93SemiWeightRifle.jpg|thumb|none|500px|Blaser R93 Semi Weight Sporting Rifle - .308 Winchester. The same rifle is offered in a &amp;quot;Sporting&amp;quot; configuration.]]&lt;br /&gt;
[[File:PD2 R93 misc1.jpg|thumb|600px|none|The R93 fitted with the &amp;quot;Wooden Body&amp;quot; giving it a similar look to the rifle pictured above.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95 (**)==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]]&lt;br /&gt;
[[File:PD2 M95 right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M95 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M95 misc.jpg|thumb|600px|none|A closer look at the markings.]] &lt;br /&gt;
[[File:PD2 M95 bolt cycle.jpg|thumb|600px|none|Cycling the bolt which produces a rather odd sound effect.]] &lt;br /&gt;
[[File:PD2 M95 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]] &lt;br /&gt;
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895(**)==&lt;br /&gt;
The [[Marlin Model 1895]] was added to the game by the &amp;quot;Gunslinger Weapon Pack&amp;quot;. &lt;br /&gt;
[[Image:Marlin Model 1895SBL.jpg|thumb|none|350px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine (**)==&lt;br /&gt;
The [[Mosin Nagant M1907 Carbine]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the &amp;quot;Nagant&amp;quot;, it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. It's niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.&lt;br /&gt;
&lt;br /&gt;
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|500px|none|Mosin Nagant M1907 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 Nagant right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]]&lt;br /&gt;
[[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant M1907 Carbine as he tries his hand on some hip-shooting.]]&lt;br /&gt;
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]]&lt;br /&gt;
[[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]]&lt;br /&gt;
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]]&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc1.jpg|thumb|600px|none|The Mosin Nagant can be modified with a M38 carbine length barrel...]] &lt;br /&gt;
[[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:PD2 Nagant misc2.jpg|thumb|600px|none|...and a full length M91/30 one.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873 (**)==&lt;br /&gt;
The [[Winchester Model 1873]] appears in the game as the &amp;quot;Repeater 1874&amp;quot; and is part of the &amp;quot;Butchers Western Pack&amp;quot; DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle catagory behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but still the usability of this thing now is kinda debatable.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]]&lt;br /&gt;
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M1873 irons.jpg|thumb|600px|none|Iron sights. The front sight post is barely visible.]] &lt;br /&gt;
[[File:PD2 M1873 cycle1.jpg|thumb|600px|none|Cycling the lever after hip-firing the rifle produces this animation.]] &lt;br /&gt;
[[File:PD2 M1873 cycle2.jpg|thumb|600px|none|When aiming and firing however, this animation is used.]] &lt;br /&gt;
[[File:PD2 M1873 reloading1.jpg|thumb|600px|none|Reloading. Loading up the magazine tube.]] &lt;br /&gt;
[[File:PD2 M1873 reloading2.jpg|thumb|600px|none|Chambering a new round.]] &lt;br /&gt;
[[File:PD2 M1873 misc1.jpg|thumb|600px|none|The Model 1873 decked out with its unique scope and suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000 (**)==&lt;br /&gt;
The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the &amp;quot;Gage Ninja Pack&amp;quot; DLC. It's called &amp;quot;Lebensauger .308&amp;quot; in game, which can roughly be translated from German to &amp;quot;life-sucker&amp;quot; or more figuratively, &amp;quot;vampire&amp;quot;. While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] &lt;br /&gt;
[[File:PD2 WA2000 right.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 WA2000 holding.jpg|thumb|600px|none|Bodhi preparing to zero in his WA 2000 at the range.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading1.jpg|thumb|600px|none|After pulling some sub-MOA groupings, he reloads the rifle. Pulling out the empty mag.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading2.jpg|thumb|600px|none|About to load in a new one.]] &lt;br /&gt;
[[File:PD2 WA2000 reloading3.jpg|thumb|600px|none|Chambering a round.]] &lt;br /&gt;
[[File:Payday2GageWA2000.jpg|thumb|none|600px|Gage handles an unscoped WA 2000 in the pack's trailer whilst doing his best Agent 47 impression. Not entirely sure what he's hoping to achieve in doing this however, as the WA 2000 has no backup ironsights to rely on, ol' Gage would be practically blind-firing the rifle in this state.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|500px|none|Walther WA 2000 Gen 2 - .300 Win Mag]]&lt;br /&gt;
[[File:PD2 WA2000 Gen2 left.jpg|thumb|600px|none|Attaching the Langer Barrel mod turns the WA 2000 into a rough approximation of the second generation model.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]], called &amp;quot;Platypus 70&amp;quot;, was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements.&lt;br /&gt;
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[File:PD2 M70 left.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M70 holding.jpg|thumb|600px|none|Bodhi holding on to his Model 70.]]&lt;br /&gt;
[[File:PD2 M70 iron sights.jpg|thumb|600px|none|Iron sights. Not the best place to put your thumb, however, as this could result in &amp;quot;shooter's thumb&amp;quot; a.k.a. getting whacked in the nose by your thumb knuckle due to the recoil.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle1.jpg|thumb|600px|none|Cycling the bolt. Note the round in the chamber.]]&lt;br /&gt;
[[File:PD2 M70 bolt cycle2.jpg|thumb|600px|none|Bodhi about to have some brass fly into his face. Note that once the last round is fired and the bolt is cycled, the magazine is visibly empty.]]&lt;br /&gt;
[[File:PD2 M70 reloading1.jpg|thumb|600px|none|Reloading. Removing the empty mag...]]&lt;br /&gt;
[[File:PD2 M70 reloading2.jpg|thumb|600px|none|...and then inserting a full one.]]&lt;br /&gt;
&lt;br /&gt;
==DTA Stealth Recon Scout(**)==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the &amp;quot;John Wick Weapon Pack&amp;quot;. Along with the aforementioned Heckler &amp;amp; Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the &amp;quot;Desertfox Sniper Rifle&amp;quot;, it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt; barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;.]] &lt;br /&gt;
[[File:PD2 SRS right.jpg|thumb|600px|none|Although hard to notice in this screenshot, the receiver texture claims this is the .338 Lapua Magnum variant of the Covert, which is at odds with its default barrel length as noted above.]]&lt;br /&gt;
[[File:PD2 SRS holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 SRS bolt cycle.jpg|thumb|600px|none|Cycling the bolt.]] &lt;br /&gt;
[[File:PD2 SRS reloading1.jpg|thumb|600px|none|Reloading. Removing the dry magazine.]] &lt;br /&gt;
[[File:PD2 SRS reloading2.jpg|thumb|600px|none|Fiddling in a new one.]] &lt;br /&gt;
[[File:PD2 SRS reloading3.jpg|thumb|600px|none|Chambering a new round. Note that the magazine is just barely visible.]] &lt;br /&gt;
[[File:PD2 SRS misc2.jpg|thumb|600px|none|The rifle fitted with its suppressor. Called &amp;quot;Silenced Barrel&amp;quot; in-game, the mod does not change the barrel to an integrally suppressed one, as the name would have one assume, instead it's just a suppressor attached to the end of the barrel.]]&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:PD2 SRS misc1.jpg|thumb|600px|none|The Stealth Recon fitted with the &amp;quot;Long Barrel&amp;quot; mod. Note the quad-rail handguard, meaning that this mod was possibly based of the early model Stealth Recon, as the newer models use a keymod handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov(**)==&lt;br /&gt;
The [[SVD Dragunov]] is available for people who own the &amp;quot;Gage Russian Weapon Pack&amp;quot; DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name &amp;quot;Grom&amp;quot; in-game, which translates into &amp;quot;thunder&amp;quot; in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is decent enough at that to make it worthwhile to use for a maximum slav build.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] &lt;br /&gt;
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] &lt;br /&gt;
[[File:PD2 SVD right.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 SVD 1.jpg|thumb|none|600px|Sokol watches a street with his Dragunov.]]&lt;br /&gt;
[[File:PD2 SVD 2.jpg|thumb|none|600px|Aiming. At the maximum field of view, it's hard to make out the front sight.]]&lt;br /&gt;
[[File:PD2 SVD 3.jpg|thumb|none|600px|Reloading the SVD.]]&lt;br /&gt;
[[File:PD2 SVD 4.jpg|thumb|none|600px|Inserting a mag into an empty SVD with an ACOG scope attached.]]&lt;br /&gt;
[[File:PD2 SVD 5.jpg|thumb|none|600px|Charging.]]&lt;br /&gt;
[[File:PD2 SVD 6.jpg|thumb|none|600px|John waves his Dragunov at another heister.]]&lt;br /&gt;
==Remington Model 700P(**)==&lt;br /&gt;
The [[Remington Model 700|Remington Model 700P]] is available for people who own the &amp;quot;Fugitive Weapon Pack&amp;quot; DLC, as the &amp;quot;R700&amp;quot;. Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.&lt;br /&gt;
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] &lt;br /&gt;
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the &amp;quot;R700&amp;quot;. The stock doesn't quite resemble the real deal though.]] &lt;br /&gt;
[[File:PD2 R700 right.jpg|thumb|600px|none|Right side]]&lt;br /&gt;
[[File:PD2 R700 1.jpg|thumb|none|600px|Hoxton visits the range with his Model 700P.]]&lt;br /&gt;
[[File:PD2 R700 2.jpg|thumb|none|600px|Checking out the details. Left side...]]&lt;br /&gt;
[[File:PD2 R700 3.jpg|thumb|none|600px|...and right.]]&lt;br /&gt;
[[File:PD2 R700 4.jpg|thumb|none|600px|Aiming through the default Schmidt &amp;amp; Bender scope.]]&lt;br /&gt;
[[File:PD2 R700 5.jpg|thumb|none|600px|Working the bolt after a shot.]]&lt;br /&gt;
[[File:PD2 R700 6.jpg|thumb|none|600px|Reloading the R700. Hoxton replaces the magazine with the bolt open...]]&lt;br /&gt;
[[File:PD2 R700 7.jpg|thumb|none|600px|Then slapping it into battery after he's done.]]&lt;br /&gt;
===Remington 700 Magpul Hunter 700L===&lt;br /&gt;
The &amp;quot;Military Stock&amp;quot; for the Model 700 is a Magpul 700L chassis.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|500px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:PD2 R700 left 1.jpg|thumb|600px|none|The extra rounds on the brackets are purely for show, and can never be used, even when the rifle itself is completely empty.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher (**)==&lt;br /&gt;
The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD2 M79 holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M79 iron sights.jpg|thumb|600px|none|Iron sights.]] &lt;br /&gt;
[[file:PD2 M79 sightup.jpg|thumb|none|600px|M79 with the leaf sight flipped up using what might be the same nameless force as with the M79 in Far Cry 4.]]&lt;br /&gt;
[[File:PD2 M79 leaf sights.jpg|thumb|600px|none|Looking down the leaf sights.]] &lt;br /&gt;
[[File:PD2 M79 reloading1.jpg|thumb|600px|none|Reloading. Dropping out the spent casing. Note the terrible trigger discipline.]] &lt;br /&gt;
[[File:PD2 M79 reloading2.jpg|thumb|600px|none|Inserting a new one to do some thumping.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L (**)==&lt;br /&gt;
The Butcher's BBQ Pack added a [[Milkor MGL#MGL Mk 1L|Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. Problem is that it's a GL40 with six cylinders you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore.&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:PD2 MGL left.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL right.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL holding.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:PD2 MGL iron sights.jpg|thumb|none|600px|&amp;quot;Iron sights&amp;quot;]]&lt;br /&gt;
[[Image:PD2 MGL reloading1.jpg|thumb|none|600px|Reloading. About the swing out the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL reloading2.jpg|thumb|none|600px|The Mk 1L can take as long as 15 seconds(!) to reload if the user has gone through the whole cylinder. The notion of an extractor is apparently lost on the Payday gang, who opt to slowly replacing the spent grenades one by one while slowly winding back the Milkor's spring-driven cylinder. The primers are clearly unstruck in this shot.]]&lt;br /&gt;
[[Image:PD2 MGL reloading3.jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
[[Image:PD2 MGL misc1.jpg|thumb|none|600px|As Dallas takes a look at his Mk 1L, he showcases his terrible trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7 (**)==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The exhaust pipes on the warhead are just for show, the rocket engine does not actually ignite to guide the grenade down range. The warhead doesn't spin, either, and will fly straight out of the tube when fired.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|Reloading. The RPG is loaded with PG-7VL HEAT rockets. These also don't self destruct past their maximum range like the real steel. Granted there aren't ''that'' many opportunities to fire an RPG at those ranges in the game, but this is easily observable then the occasion presents itself.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|After inserting a new rocket, Wolf cocks the hammer, something very rarely shown in games.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher (**)==&lt;br /&gt;
The [[China Lake Launcher]], known as the &amp;quot;China Puff&amp;quot; in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. &lt;br /&gt;
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 China Lake iron sights.jpg|thumb|600px|none|Iron sights...]] &lt;br /&gt;
[[File:PD2 China Lake leaf sights.jpg|thumb|600px|none|...and the leaf sights. They are flipped up via some form of telepathy seemingly.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle1.jpg|thumb|600px|none|Cycling the pump to chamber a new grenade.]] &lt;br /&gt;
[[File:PD2 China Lake pump cycle2.jpg|thumb|600px|none|After the last grenade is fired the chamber is empty.]] &lt;br /&gt;
[[File:PD2 China Lake reloading.jpg|thumb|600px|none|Reloading.]] &lt;br /&gt;
[[File:PD2 China Lake misc.jpg|thumb|600px|none|Dragan showing his (lack of) trigger discipline as he takes a look at the left side of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==ATK XM25(**)==&lt;br /&gt;
The latest model of the [[XM25]] grenade launcher was added with the &amp;quot;Gage Spec Ops Pack&amp;quot; DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the &amp;quot;Arbiter Grenade Launcher&amp;quot; in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference.&lt;br /&gt;
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]]&lt;br /&gt;
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 XM25 right.jpg|thumb|600px|none|Note the open bolt, which is rather odd, as the XM25 fires from a closed bolt.]]&lt;br /&gt;
[[File:PD2 XM25 holding.jpg|thumb|600px|none|Jimmy visiting the bar with his new found friend.]] &lt;br /&gt;
[[File:PD2 XM25 irons.jpg|thumb|600px|none|Iron sights. These are reused from the CZ 805.]] &lt;br /&gt;
[[File:PD2 XM25 reloading1.jpg|thumb|600px|none|Reloading. About to pull out the magazine with some struggle.]] &lt;br /&gt;
[[File:PD2 XM25 reloading2.jpg|thumb|600px|none|About to insert a new mag full of 25mm grenades.]] &lt;br /&gt;
[[File:PD2 XM25 reloading3.jpg|thumb|600px|none|Yanking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH(**)==&lt;br /&gt;
The [[M202 FLASH|M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. &lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M202 right remastered.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:PD2 M202 holding.jpg|thumb|600px|none|Here's Hoxton after trying out his new toy on an unfortunate Sosa thug.]]  &lt;br /&gt;
[[File:PD2 M202 aiming.jpg|thumb|600px|none|Aiming through the M202's scope.]]  &lt;br /&gt;
[[File:PD2 M202 reloading1.jpg|thumb|600px|none|Hoxton tops off his M202 with a hearty smack to the release latch.]] &lt;br /&gt;
[[File:PD2 M202 reloading2.jpg|thumb|600px|none|Loading in a new clip. Despite being loaded with orange-tipped warheads, these are not incendiary rockets. The in-game M202 exclusively fires standard HEAT projectiles.]] &lt;br /&gt;
[[File:PD2 M202 reloading3.jpg|thumb|600px|none|Tugging on the clip to lock the rockets in.]] &lt;br /&gt;
[[File:PD2 M202 holding2.jpg|thumb|600px|none|Hoxton taking a detailed look at his &amp;quot;[[Commando]] 101&amp;quot; while aspiring to one day become as badass as [[Arnold Schwarzenegger|Arnold]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of &amp;quot;it's an M79 for people who never bought the Assault Pack&amp;quot; with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:PD2 M320 left.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M320 right.jpg|thumb|600px|none|Note the word &amp;quot;Patchett&amp;quot; printed onto the frame over where the &amp;quot;Sterling, VA&amp;quot; marking would be on the real weapon. That is a nod to the Sterling L2A1 from the Historical Pack, which uses Patchett as its in-game name.]]&lt;br /&gt;
[[File:PD2 M320 drawing.jpg|thumb|600px|none|Drawing the M320 has the user extend is stock. Note the clipping.]]  &lt;br /&gt;
[[File:PD2 M320 holding.jpg|thumb|600px|none|Having exhausted his book of bright ideas, Hoxton tries to spice up the gameplay by intimidating the shooting range dummy with his new launcher. Hopefully the distance between them is not enough to prime the explosive shot (it isn't, though launched grenades in PAYDAY 2 are contact-based, meaning they can explode right out the barrel when fired at a target this close, and the blast is all but guaranteed to shave off some health or armor).]]  &lt;br /&gt;
[[File:PD2 M320 aiming.jpg|thumb|600px|none|Iron sights. Disappointingly, the M320's leaf sight is not actually usable, not even as a gadget like that of the M79 and China Lake. It makes up for this by being compatible with optical mods, though, which replaces the entire sight piece with a screw-on rail for the scopes and such to sit on.]]  &lt;br /&gt;
[[File:PD2 M320 view left.jpg|thumb|600px|none|Left side of the M320.]]  &lt;br /&gt;
[[File:PD2 M320 view right.jpg|thumb|600px|none|Right side.]]  &lt;br /&gt;
[[File:PD2 M320 reloading1.jpg|thumb|600px|none|Hoxton tops off his M320 by opening up the breech...]] &lt;br /&gt;
[[File:PD2 M320 reloading2.jpg|thumb|600px|none|...dropping out the spent shell. Note how the primer remains unstruck...]] &lt;br /&gt;
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] &lt;br /&gt;
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives, these are treated as mission items rather that deployable equipment.&lt;br /&gt;
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]]&lt;br /&gt;
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]]&lt;br /&gt;
[[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update. &lt;br /&gt;
&lt;br /&gt;
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire. &lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|A smoke grenade next to a dead Dozer.]]&lt;br /&gt;
[[file:PD2 M18 smoke grenade.jpg|thumb|none|600px|Inventory preview of the player-usable variant. Note that despite their print-on label and color-coded cap, these grenades emit whitish-lavender smoke when thrown instead of intense blue.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade (**)==&lt;br /&gt;
The [[M67 hand grenade]] was added in the first &amp;quot;Gage Weapon Pack&amp;quot; DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. &lt;br /&gt;
&lt;br /&gt;
Update 100 added another version of the grenade called the &amp;quot;HEF Grenade&amp;quot; that can be used by any player following the Steam group for Payday 2. They work exactly the same as the Aforementioned ones.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the &amp;quot;Gage Weapon Pack&amp;quot;. Note that the model originally used much lower resolution textures,]]&lt;br /&gt;
[[file:PD2 M67 misc2.jpg|thumb|none|600px|The &amp;quot;HEF Grenade&amp;quot;. Note the Overkill bomb attached to the pin.]]&lt;br /&gt;
[[file:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate (**)==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the &amp;quot;Gage Historical Pack&amp;quot;. It's referred to as the &amp;quot;Potato Masher&amp;quot; in-game. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] was added in the &amp;quot;Hoxton's Housewarming Party&amp;quot; update under the misnomer of &amp;quot;Concussion Grenade&amp;quot;. Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close. &lt;br /&gt;
&lt;br /&gt;
After an update, the law enforcers' own version of the flashbang has been updated to use this model.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD2 M84 misc1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
Another addition the game's arsenal of grenades is the [[AN-M14 Incendiary Grenade]] as part of &amp;quot;The Search for Kento&amp;quot; community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN-M14 Incendiary Grenade]]&lt;br /&gt;
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:PD2 M134 holding.jpg|thumb|none|600px|Houston holds the Hand Held Minigun. The Payday Gang must have recruited its members from a professional group of weight lifters, considering how they are able to deadlift a 48lbs+ gatling gun and lug it around without breaking a sweat. The CrimeFest 2015 updates have also removed the movement speed penalty for machineguns, meaning the Minigun is now no more cumbersome than a dinky Walther PPK.]]&lt;br /&gt;
[[file:PD2 M134 reloading1.jpg|thumb|none|600px|Houston hoists up the entire gun for a reload, which is no small feat considering his slender build. Reloading the minigun involves detaching the feed chute and the old drum with an audible *clang*...]]&lt;br /&gt;
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]]&lt;br /&gt;
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with &amp;quot;The stump barrel&amp;quot; and &amp;quot;I'll take half that kit&amp;quot; (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]]&lt;br /&gt;
==Empty Shell LLC XM556 Microgun==&lt;br /&gt;
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the &amp;quot;Shoulder-Mounted Machine Gun&amp;quot; from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and &amp;quot;Heatsinked&amp;quot; versions of both configurations, which are just the barrels with a tactical sleeve fitted on.&lt;br /&gt;
&lt;br /&gt;
Despite being based on a 5.56x45mm weapon, the Microgun is strangely more powerful than the 7.62x51mm M134D. Other than rate of fire and damage, both weapons handle the same way.&lt;br /&gt;
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as &amp;quot;to be determined&amp;quot;, this is probably a non-firing mockup.]]&lt;br /&gt;
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]]&lt;br /&gt;
[[File:PD2 XM556 right.jpg|thumb|none|600px|The other side. Unlike what the game might suggest, the real Microgun is a comically-short weapon based on the GE M134, measuring only 22 inches total in length. The Microgun is also updated to use a pistol grip system here, while the real thing is held in a chainsaw grip position and the trigger is a thumb switch.]]&lt;br /&gt;
[[File:PD2 XM556 ammo.jpg|thumb|none|600px|Looking at the feed chute shows some very oddly-colored bullets seemingly made of plastic, while the rounds beyond them in the belt are just flat textures.]]&lt;br /&gt;
[[File:PD2 XM556 view left.jpg|thumb|none|600px|In a Herculean attempt to one-up the 48-pound M134D, Hoxton hoists the whole Microgun up to take a gander at its impressively-detailed design, neverminding how tremendously heavy the whole thing must be if the weight of the ammo can and power system is taken into consideration.]]&lt;br /&gt;
[[File:PD2 XM556 view right.jpg|thumb|none|600px|Ditto, right side.]]&lt;br /&gt;
[[File:PD2 XM556 hold.jpg|thumb|none|600px|Hoxton holding up a shooting range dummy with his newfangled Microgun.]]&lt;br /&gt;
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]]&lt;br /&gt;
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a [[FN P90]] as its base.&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|The original sentry gun in game.]]&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:PD2 P90 turret1.jpg|thumb|600px|none|The Sentry Gun was updated from a MP5K briefcase contraption to this P90 contraption. This is the standard version...]] &lt;br /&gt;
[[File:PD2 P90 turret2.jpg|thumb|600px|none|and this is the suppressed version. The suppressed version will have a smaller chance of being targeted by enemies, prolonging its use.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the [[Browning M3|Browning M3 Aircraft]], it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.&lt;br /&gt;
[[Image:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]]&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416D==&lt;br /&gt;
In the opening live-action title sequence, Chains wields an airsoft [[HK416|Heckler &amp;amp; Koch HK416D]] rifle.&lt;br /&gt;
[[Image:HK416 current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416D - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The motel overrun by Russian mobsters in the &amp;quot;Hotline Miami&amp;quot; job has [[M18A1 Claymore]] booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Payday (disambiguation)]]&lt;br /&gt;
*[[Payday: The Heist]]&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>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=NRS-2_Scout_Firing_Knife&amp;diff=1400325</id>
		<title>NRS-2 Scout Firing Knife</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=NRS-2_Scout_Firing_Knife&amp;diff=1400325"/>
		<updated>2021-02-21T06:52:03Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nrs.jpg|thumb|right|450px|NRS-2 Scout Firing Knife with sheath / wirecutter and chamber detached - 7.62x42mm SP-4]]&lt;br /&gt;
[[File:NRS-2 knife.jpg|thumb|right|450px|NRS-2 Scout Firing Knife, right side showing charging handle - 7.62x42mm SP-4. The push-button trigger is the drum-shaped silver part on the bulged base of the grip, with the safety directly above it.]]&lt;br /&gt;
&lt;br /&gt;
The '''NRS-2''' (''Nozh Razvedchika Strelyaushiy'' (Нож Разведчика Стреляющий), &amp;quot;Scout Firing Knife&amp;quot;) is a Soviet-era survival tool issued to Spetsnaz forces. The body of the weapon is a well-built survival knife with a serrated back that can be used as a saw (specifically designed for cutting detonator cord) on a high-carbon steel blade suitable for both utility and combat. The sheath also incorporates a wirecutter which can cut a 1/4 inch (5mm) thick cable and is insulated for up to 380 volts, and a flathead screwdriver blade.&lt;br /&gt;
&lt;br /&gt;
The main oddity with this knife, and the reason it is here, was in the grip: the NRS knives contain a firing mechanism for a single captive piston 7.62mm SP-type silent pistol cartridge in a detachable assembly consisting of a breech and 2.36in (60mm) long barrel which is screwed into place and secured with a locking lever. The hammer is integrated into the grip and cocked by pulling back on a flip-up charging handle on the right-hand side: the safety and single-action push-button trigger mechanisms are at the base of the grip on the same side. Actually firing the cartridge is a somewhat unnerving proposition, as it requires that the user remove the sheath, flip the knife over so the bulge at the pommel is facing up, and point the blade of the weapon at their own face using fixed iron sights mounted on the guard and pommel. However, the light recoil means there is little actual probability of self-harm. Cartridge extraction is manual and performed with a U-shaped extraction tool incorporated into the end of the knife's guard not containing the rear iron sight. The device is effective out to around 27 yards (25m) and if the shooter messes that up the NRS is also balanced for throwing.&lt;br /&gt;
&lt;br /&gt;
The original variant, the NRS, was first produced in the late 1970s: it fired the older SP-3 cartridge and has a full-length saw along the spine of the blade and a Bowie-style curved clip-point blade similar to the old NR-40 fighting knife issued during the Second World War. When the SP-3 cartridge was withdrawn from service, the NRS was redesigned as the NRS-2: as well as the new cartridge, the blade was redesigned to make it more effective as a weapon, switching to a drop-point blade more suited to stabbing through thick cloth and light body armour, and reducing the length of the saw so it would not snag when the knife was being used this way. &lt;br /&gt;
&lt;br /&gt;
Both knives have a variant without the firing mechanism, the NR and NR-2: these still use the same grip design, but instead of a chamber have a compartment for stowing survival supplies in a similar way to the famed Spetsnatz UVSR survival machete. Neither NRS variant was commonly used, as units authorised to use the NRS and NRS-2 tended to also be authorised to use the very effective MSP and [[PSS]] silent pistols, and Spetsnatz troops tended to prefer the versions that didn't have guns in them.&lt;br /&gt;
&lt;br /&gt;
=Specifications=&lt;br /&gt;
(1970s-1986 (NRS), 1986 - present (NRS-2))&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Concealed firearm / survival knife&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 7.62x35mm SP-3 (NRS), 7.62x42mm SP-4 (NRS-2)&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 570 g (1.27 lbs)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' {{convert|mm|290}}&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' {{convert|mm|60}}&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' Single Shot&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Safe / fire selector on knife grip&lt;br /&gt;
&lt;br /&gt;
{{Gun Title}}&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;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deserter (Dezertir) (1997)|Deserter (Dezertir)]]'' || [[Anatoliy Kotenyov]] ||  Capt. Igor Skvortsov aka &amp;quot;Skif&amp;quot; ||  || 1997&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;|'''Game 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;
| ''[[Metal Gear Solid 2: Sons of Liberty]]'' || || || Used only by Olga Gurlukovich || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 4: Modern Warfare]]'' || || || Carried by Ultranationalists || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || NRS-2 Scout Firing Knife  ||  ||  || 2014&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;
* [[Tulsky Oruzheiny Zavod]] - A list of all firearms manufactured by Tulsky Oruzheiny Zavod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Pistol]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1400314</id>
		<title>Metal Gear Solid 3: Snake Eater</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1400314"/>
		<updated>2021-02-21T06:31:33Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Shansi Type 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 3: Snake Eater&lt;br /&gt;
|picture = Metal_Gear_Solid_3_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2004&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Nintendo 3DS&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 3: Snake Eater''''' is a 2004 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. A prequel to ''[[Metal Gear Solid]]'' and ''[[Metal Gear Solid 2: Sons of Liberty]]'', this game takes place in the year 1964, and focusses on the Cold War exploits of Big Boss, a significant character in the Metal Gear series' backstory who had thus far not been a playable character. In a nod to the game's era and spy-thriller nature, several nods to the 1960s [[James Bond]] films can be seen in the game. &lt;br /&gt;
&lt;br /&gt;
The game's story opens with Big Boss (referred to by his codename &amp;quot;Naked Snake&amp;quot; at this point in the series' timeline) performing a HALO jump into a fictional Soviet wilderness area named &amp;quot;Tselinoyarsk&amp;quot; (Cyrillic: Целиноярск or &amp;quot;The Virgin Cliffs&amp;quot; in English) to extract a defecting Soviet scientist by the name of Dr. Nikolai Sokolov who is working on a new superweapon platform in a nearby Soviet base, in an operation called the Virtuous Mission. However, a series of extreme events causes the Virtuous Mission to fail, and Big Boss is sent to Tselinoyarsk a second time to perform &amp;quot;Operation Snake Eater.&amp;quot; His objectives this time are to destroy the new Soviet superweapon, known only as the &amp;quot;Shagohod,&amp;quot; rescue Sokolov, and kill a traitor to both him and the United States. &lt;br /&gt;
&lt;br /&gt;
An updated re-release of ''Metal Gear Solid 3'' with the subtitle of ''Subsistence'' was the first of the non-portable ''Metal Gear'' titles to feature online multiplayer in a separate mode named '''''Metal Gear Online'''''. It was only online for a year after the release of ''Subsistence'' in each region, and each multiplayer weapon's description is accurate at the moment that Metal Gear Online was shut down. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the video game ''Metal Gear Solid 3: Snake Eater.'' Unless otherwise noted, each weapon is only available in the singleplayer portion of the game:''' &lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
&lt;br /&gt;
In a break from its predecessors, ''Metal Gear Solid 3'' (MGS3) was the first in the ''Metal Gear'' series to use more than a single lifebar for the player character. A new stamina meter, previously only seen on boss characters in ''[[Metal Gear Solid 2]]'' (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. A low stamina meter would cause a great deal of &amp;quot;aiming sway&amp;quot; when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. Bosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. The game also introduced a &amp;quot;backpack&amp;quot; system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous ''Metal Gear Solid'' titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). The backpack itself was represented by a small-of-back dump pouch attached to Big Boss' equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its in-game firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). Whether a particular in-game gun had usable iron sights is detailed in its own entry. &lt;br /&gt;
&lt;br /&gt;
Another new gameplay element is the inclusion of a fictional (and at times rather silly) hand-to-hand fighting style named CQC (or Close Quarters Combat) which includes actions like grappling an opponent or using one as a human shield while still using a gun, whereas in the previous ''[[Metal Gear Solid]]'' (MGS) titles, player characters were limited to preset hand-to-hand combos or hitting enemies with firearms, and to taking human shields while having no weapon equipped. CQC in this game was at its most effective when handguns or knives were equipped; player characters cannot grapple when long guns are equipped and will instead use them as improvised clubs. These knife-and-gun techniques were made up by the production team, and have no real equivalent in military close combat systems.&lt;br /&gt;
&lt;br /&gt;
Keeping with the &amp;quot;on-site procurement&amp;quot; gameplay mechanic of the previous MGS titles, it is not possible to obtain or use weapons dropped from enemies in-game (they will simply disappear, with absolutely no in-game explanation given this time as to why the player character can't simply commandeer them)--thus, the only obtainable weapons in this game those that are in storage or otherwise lying around the game's levels. Grenades held by NPCs are the only exception to this rule in singleplayer, and only when they they are looted from an NPC's dead or unconscious body, or if the player makes Big Boss hold up an enemy for his items (somewhat unrealistically, ammunition for weapons that NPCs are never seen using in-game can be taken from them this way). Weapons could, however, be freely looted from other player characters in the game's multiplayer mode. &lt;br /&gt;
&lt;br /&gt;
Finally, stealth in MGS3, taking place as it does largely in outdoor environments, is focused around the use of camouflaged clothing and face paint to match Big Boss' surroundings, unlike the previous MGS games which were centered more around staying outside of the vision range of enemies, making a minimum of noise, and sneaking behind cover rather than any sort of camouflage (a gameplay mechanic inherited from the earlier 2D titles in the ''Metal Gear'' series). Despite the fact that almost all weapons in this game don't come with camouflage of their own, they will not compromise Big Boss' camouflage unless fired or used (with the exception of the in-game sniper rifles).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
'''Note:''' With the exception of the Single Action Army, all in-game handguns available to the player can be used while simultaneously taking a character hostage--the handgun in question can then be used to fire at hesitant enemies until it runs out of ammunition (a feature this game introduced to the MGS series), whereupon the player character will have to release the hostage to reload the handgun or switch to another weapon. The only exception to this rule is if the player holds a scientist hostage in front of enemy soldiers, as the soldiers will fire on Snake regardless of the danger posed to the scientist. One of the interrogation responses against the soldiers implies that the reason why this instance fails is because the soldiers do not get along with the scientists and thus have no qualms with killing them when held hostage by an enemy.&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;]] (a Navy-modified Smith &amp;amp; Wesson Model 39) handgun appears in the game upgraded as the &amp;quot;MK22 Hush Puppy&amp;quot; tranquilizer gun, a non-lethal option compared to the [[M1911A1]]. It can be fitted with a suppressor. The Hush Puppy in the game fires fictional 9mm tranquilizer rounds which, as usual in fiction, are always a perfect dose of anesthetic. As with the real-life gun, it has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round, which cannot be disengaged. It has a magazine capacity of 8 rounds, and is also available in multiplayer. Snake initially lost the Mk 22 when confronting The Boss on the Dolinovodno bridge late into the Virtuous Mission, but receives another one from EVA when meeting with her during Operation Snake Eater. Her dialogue when giving the Mk 22 to Snake implies it is the same one Snake lost on the previous mission.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|350px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[Image:Mgs3mk22.jpg|thumb|600px|none|Mk 22 Mod 0 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[Image:Mgs31.jpg|thumb|600px|none|Big Boss holding his Mk 22]]&lt;br /&gt;
[[File:MGS3Mk22.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:MGS3Mk22Close.jpg|thumb|600px|none|Closeup on the Mk 22.]]&lt;br /&gt;
[[File:MGS3Mk22Closer.jpg|thumb|600px|none|Nice shot of the Mk 22.]]&lt;br /&gt;
&lt;br /&gt;
== M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#M1911A1|M1911A1]] is Big Boss' signature weapon in the game, it is chambered in .45 ACP and has a magazine capacity of 7 rounds. Big Boss initially uses a standard M1911A1 before it is dismantled by The Boss. After this, Snake receives a heavily-customized 1911 from Eva, who states it was probably captured from a US armory by the Russians, and probably belonged to an officer. The custom version has several professionally-done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton hammer (referred to as a &amp;quot;ring hammer&amp;quot;), removed grip safety, three-dot combat sights with a raised front sight, stepping on the grip, front cocking serrations, and an extended thumb safety. Big Boss comments that this is the best gun he has ever used shortly before carving the wood grip panel to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Big Boss does a &amp;quot;Tactical Reload&amp;quot; (via quickly unequipping and re-equipping the gun). This weapon is available in multiplayer, and is the only lethal pistol in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Snakematch.jpg|thumb|none|350px|Custom 1911 '''Airsoft''' &amp;quot;Snake Match&amp;quot;]]&lt;br /&gt;
[[File:MGS3M1911Dismantle.jpg|thumb|none|600px|The M1911A1 being dismantled by The Boss after she meets Big Boss on her horse. Note how the disassembly procedure - locking back the slide and removing the slide stop release - is that of a [[Browning Hi-Power]], not a supposedly GI 1911 with a two piece guide rod, which requires the barrel bushing be removed and the slide lined up to remove the slide stop (this is possible with a full length guide rod). When she throws away the slide, you can see the barrel still in place.]]&lt;br /&gt;
[[File:MGS3M1911Custom.jpg|thumb|none|600px|Big Boss' custom 1911 at the ready.]]&lt;br /&gt;
[[File:MGS3M1911Custom2.jpg|thumb|none|600px|Big Boss holds his custom 1911.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is the sidearm of every enemy in the game, although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Many officer-type NPCs patrolling indoor areas in the game have Makarovs as their main armament. &lt;br /&gt;
&lt;br /&gt;
The Makarov PM is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers, one of which, in foreshadowing of his change in weaponry, was via ricochet shot. After trying what, according to Big Boss, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it already being loaded, Ocelot causes a failure to feed jam. With the gun failing to go into battery, Big Boss ambushes him with CQC and subdues him easily. Big Boss tells him after that his techniques with the gun would be better suited for a revolver, which causes him to switch to the [[Colt Single Action Army]].&lt;br /&gt;
&lt;br /&gt;
According to Big Boss, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and the twisting action failing to provide enough resistance to cycle the slide correctly.&lt;br /&gt;
&lt;br /&gt;
Eva also possessed a Makarov during the ending, which she intended to use to kill Big Boss, but she never used it due to promising The Boss not to kill him.  In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Big Boss himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm PM]]&lt;br /&gt;
[[File:MGS3Makarov.jpg|thumb|none|600px|As he is being confronted by KGB agents, Ocelot pulls out a Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov2.jpg|thumb|none|600px|Ocelot aims the Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov3.jpg|thumb|none|600px|The Makarov in the air.]]&lt;br /&gt;
[[File:MGS3MakarovJam.jpg|thumb|none|600px|The Makarov jams, giving Big Boss a chance to attack.]]&lt;br /&gt;
[[File:MGS3MakarovVolgin.jpg|thumb|none|600px|After seeing through (or rather feeling through) Big Boss's disguise as Major Raikov, Volgin aims his Makarov at him, before deciding to shoot Sokolov in his knees for no reason other than that he can. This gives Big Boss the opening he needs to disarm Volgin.]]&lt;br /&gt;
[[File:MGS3MakarovToss.jpg|thumb|none|600px|When The Boss faces the imposter she is quickly able to disarm Big Boss of &amp;quot;his&amp;quot; Makarov (Actually Volgin's, as Big Boss disarmed him earlier) with CQC.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
The in-game [[Colt Single Action Army]] is a 6-shot single-action only revolver chambered for .45 Colt, and is reloaded manually, one round at a time (though it can still be reloaded instantly by unequipping and re-equipping it). To fire, the hammer must be cocked first (which is done if the player uses the gun's iron sights), or the gun can be rapidly fanned from the hip. The in-game version's advantage over the semi-automatic custom 1911 is that the SAA's bullets will commonly ricochet off walls and hit targets even if you miss (the ricocheting bullets tend to bounce at angles that will hit enemies even if this would be physically unlikely). Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force. &lt;br /&gt;
&lt;br /&gt;
Major Ocelot carries three of these revolvers as his signature weapons. After switching from his [[Makarov PM]], Ocelot carried a heavily-engraved nickel-plated SAA with black grips, but switched to three blued models after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots. Ocelot professionally spins two of them and also uses a cavalry stock he fits on the the heel of the grip to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous trickshooting stunts, including juggling all three of his revolvers at several points in the game for the purpose of playing a version of Russian Roulette. Real SAA users would usually carry with the chamber under the hammer empty and make do with five rounds, since the SAA's hammer did not have a catch and could strike a primer if it fell on the hammer or if the hammer was hit.&lt;br /&gt;
&lt;br /&gt;
Ocelot's gun-twirling moves were later revealed to be the work of a Japanese actor named Tornado Yoshida, who was either motion-captured or used as an animation reference. A spoiler-heavy Youtube video of a side-by-side comparison of the two can be found [https://www.youtube.com/watch?v=Z1Bv9y1rnrY here].&lt;br /&gt;
&lt;br /&gt;
To show his enthusiasm for his new handguns (and to fit in with the love Ocelot had for them in the original ''[[Metal Gear Solid]]''), Ocelot is heard to quip about the &amp;quot;joy of reloading&amp;quot; whenever he does so, especially in multiplayer.&lt;br /&gt;
&lt;br /&gt;
While Ocelot is the main user of the SAA, The Boss for her part confiscates one of his three SAAs after he uses them to &amp;quot;test&amp;quot; Tatyana during Big Boss' torture sequence.  She then uses it to shoot Big Boss in the left thigh with a &amp;quot;special payload;&amp;quot; how her &amp;quot;special payload&amp;quot; could correctly chamber and fire in a gun she took on the spur-of-the-moment is not at all clear. Big Boss can then use the SAA from that point forward in the game, but can also access an SAA before this point in the story in a new game, if the final dual with Ocelot is done correctly. In this final duel, Ocelot loads one of his .45 Long Colt SAAs with the round he wears on a necklace, which he claims is the same 9mm Makarov round that jammed his gun the first time he met Big Boss: this appears to be inserted into some type of caliber adaptor around the base of the casing to make doing so possible. The potential issue with the front of the casing rupturing due to lack of support is rendered rather moot by the fact that, like the time when he said &amp;quot;no more tricks,&amp;quot; this is a trick.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used to pistol-whip other characters with the barrel in melee.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSAA Hidalgo.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
[[Image:TheQuickandtheDeadCimmaronSAALMO.jpg|thumb|none|400px|Two heavily engraved nickel SAA revolvers, similar to the one Ocelot had before switching to 3 regular SAA revolvers.]]&lt;br /&gt;
[[File:MGS3EngravedSAA.jpg|thumb|none|600px|Ocelot aims his engraved SAA at Big Boss.]]&lt;br /&gt;
[[File:MGS3EngravedSAA3.jpg|thumb|none|600px|A close up of the engraved SAA's detail.]]&lt;br /&gt;
[[File:MGS3ColtSAA.jpg|thumb|none|600px|Ocelot aims his plain Colt SAA at Sokolov.]]&lt;br /&gt;
[[File:MGS3ColtSAAJugle.jpg|thumb|none|501px|Ocelot in the middle of juggling three SAA revolvers.]]&lt;br /&gt;
[[File:MGS3ColtSAADual.jpg|thumb|none|600px|'''Ocelot:''' ''Let me face him. I've been waiting for this moment... time to get &lt;br /&gt;
even!'' &amp;lt;br&amp;gt; Right before Big Boss' fight with Volgin, Ocelot wields two SAAs.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock.jpg|thumb|none|600px|Ocelot aims his Colt SAA with a stock attached. He later loses this particular SAA during the motorcycle chase sequence.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
== Shansi Type 17 ==&lt;br /&gt;
The Shansi Type 17, a Chinese copy of the [[Mauser C96]], is EVA's signature weapon, but it is never made available to the player. It is chambered in .45 ACP and has a 10-round capacity in its integral fixed magazine, which must be reloaded using stripper clips. She most notably uses it to shoot and kill several GRU soldiers near the beginning of Operation Snake Eater with a technique known as a &amp;quot;Bandit Shooting.&amp;quot; EVA loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase.&lt;br /&gt;
&lt;br /&gt;
On a second playthrough, SIGINT explains the &amp;quot;Bandit Shooting&amp;quot; method during a radio call as a way of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room, and questions where EVA is from.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|none|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:Mgs3 type17 2.jpg|thumb|none|600px|EVA reloads her Type 17 with a 10-round stripper clip. The pistol was usually issued with 5-round clips for simpler mid-magazine reloads. EVA is also shown firing only 8 shots in the preceding firefight.]]&lt;br /&gt;
[[File:Mgs3 type17.jpg|thumb|none|600px|EVA confirms Snake's assumption that her pistol isn't a Mauser original. These markings would be stamped on a real Type 17; firearm replicas often use printed markings in place of stampings, and one was likely used as a reference.]]&lt;br /&gt;
[[File:MGS3Type17.jpg|thumb|none|600px|EVA holding her Type 17 Pistol during the motorcycle chase.]]&lt;br /&gt;
[[File:MGS3Type17(2).jpg|thumb|none|600px|EVA's Type 17 after it is knocked out of her hands.]]&lt;br /&gt;
&lt;br /&gt;
== EZ Gun (modified FP-45 Liberator) ==&lt;br /&gt;
&lt;br /&gt;
The EZ gun was created by SIGINT and is based on an [[FP-45 Liberator]]. SIGINT's version is a tranquilizer gun with a built-in laser sight. According to a radio conversation with The Boss it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]. True to its name, Snake will never get hungry while using this weapon, nor will his camouflage index (a part of the game's GUI that determines how visible he is to enemies) ever drop below 80% when this gun is equipped. While the real Liberator is a single-shot weapon, the EZ Gun is treated as if it is bolt-action with an infinitely deep magazine. It is normally only available on the &amp;quot;Very Easy&amp;quot; difficulty, though it can be unlocked for other difficulties by collecting at least one of every edible item in-game.&lt;br /&gt;
&lt;br /&gt;
The EZ Gun is also used in the &amp;quot;Snake Versus Monkey&amp;quot; mode in the two PS2 releases, where Solid Snake must capture a series of ''Ape Escape'' monkeys because of reasons. This mode is not present in the multiplatform ''Metal Gear Solid HD Collection'' release due to ''Ape Escape'' being the property of Sony.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS_EZGun.jpg|thumb|none|350px|'''Non-firing model''' of EZ gun featured in MGS series by kagerou works]]&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|350px|The FP-45 Liberator Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Machine Pistols=&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The Pain, a member of The Boss' infamous &amp;quot;Cobra&amp;quot; Special Forces Unit and the second boss of the game, uses a [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|M1928A1 Thompson]] with a stick magazine in his fight with Snake. The Pain's version is made from either bees or hornets [!] and seemingly also fires them; he forms it by shouting &amp;quot;Tommy Gun!&amp;quot; and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the forward pistol grip on the regular 1928. The M1928A1 is never made available to the player. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1928-A1_T.jpg|thumb|none|400px|M1928A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:ThePainTommy_gun.jpg|thumb|none|600px|The Pain forms his &amp;quot;Tommy Gun.&amp;quot; One frame later, it's a Thompson. You have to feel sorry for the hornet that has to be the firing pin.]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|Sa. Vz.61 Skorpion]] machine pistol is the standard-issue weapon for enemies in motorcycle sidecars or for those piloting flying platforms, and can be obtained by the player as well from a storeroom in Groznyj Grad. While modeled with a 20-round magazine, it actually holds 30 rounds of .32 ACP ammunition in-game. It is fitted with a highly anachronistic laser sight the size of a modern one; the laser had only just been invented in 1960. A laser diode which projected a continuous beam at room temperature would not exist until 1970. Additionally, the first firearm laser sights, created in the late 70s, were bulky helium-neon gas lasers (the LaserLok sight for the [[American-180]] SMG being about the size of an entire Skorpion) which required a 10,000 volt power supply to switch on. Its iron sights cannot be used, unlike the AK-47 or XM16E1. It has both semi-automatic and fully-automatic firing modes; unlike almost every other firearm capable of fully-automatic fire, it possesses no muzzle climb, even when fired in full-auto. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable 850 RPM, but the in-game version has an unrealistically slow rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:MGS3Skorpion.jpg|thumb|none|600px|The Skorpion SA Vz 61 in game, modelled with a 20-round magazine that somehow holds 30 rounds. The folding buttstock cannot be unfolded ingame.]]&lt;br /&gt;
[[File:MGS3SkorpionBiker.jpg|thumb|none|600px|A GRU biker aims his Skorpion SA Vz 61]]&lt;br /&gt;
[[File:MGS3SkorpionSAVz61Platform.jpg|thumb|none|600px|After the battle with the Shagohod, GRU soldiers on flying platforms arrive on scene. Note the lack of a magazine. Also note the anachronistic laser sights used by the soldiers on completely historically-accurate personal flying vehicles.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The sole shotgun in the game is an [[Ithaca 37]] (referred to as the M37) with a sawed-off stock and barrel, available to the player in the Peschera Cave in-game. It is also used by several members of the Ocelot Unit. Unlike many media depictions of shotguns with tube magazines, characters reloading the Ithaca 37 in this game will use a tube-like device (known in speed-shooting competitions as a shotgun tube speedloader) to insert all four shells into the tube magazine at once. Furthermore, this shotgun is not depicted with iron sights; accordingly, characters using it always fire it from the hip. &lt;br /&gt;
&lt;br /&gt;
Ithaca 37 is actually a rarity in the USSR/Russia; similar to other rare Western weapons and equipment that were used by the enemy, it is implied that the M37's presence in Tselinoyarsk is due to Soviet agents stealing them from various Western-aligned countries, and that their usage was inspired by the British during the Malaysian Emergency.&lt;br /&gt;
&lt;br /&gt;
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range.  This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against most NPCs in the singleplayer game), it was disallowed on many multiplayer servers. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|350px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[File:MGS3Ithaca37Model.jpg|thumb|600px|none|M37 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[File:MGS3Ithaca37.jpg|thumb|600px|none|A member of the Ocelot unit holds his Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(2).jpg|thumb|600px|none|Another member of the Ocelot unit holds an Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(3).jpg|thumb|600px|none|An Ocelot unit member holds an Ithaca 37, while pursuing Big Boss after his escape from Colonel Volgin's torture chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The standard-issue assault rifle for most of the enemies (both GRU and KGB) is the [[AK-47]]. The AK-47 can also be obtained by the player in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. The AK-47 is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the AK-47 has more muzzle climb than the M16A1 when fired with or without using the iron sights. &lt;br /&gt;
&lt;br /&gt;
A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent. Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the AK-47 was never depicted with camouflage of its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AK47KGB.jpg|thumb|600px|none|A KGB agent with the AK-47.]]&lt;br /&gt;
[[File:MGS3AK47KGB2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:MGS3AK47KGB3.jpg|thumb|600px|none|Close up.]]&lt;br /&gt;
[[File:MGS3AK47GRU.jpg|thumb|600px|none|A GRU soldier at Groznyj Grad with his AK-47.]]&lt;br /&gt;
[[File:MGS3AK47GRUSquad.jpg|thumb|600px|none|A squad of GRU soldiers fire their AK-47s in full-auto at an escaping Big Boss and Eva during the game's motorcycle chase sequence at Groznyj Grad. Despite the fact that they are speeding away in a straight line from this squad, none of their bullets find their marks.]]&lt;br /&gt;
&lt;br /&gt;
== AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The [[AMD-65]] is a Hungarian-made assault rifle based off of the [[AK-47]] used by the Ocelot Unit. Like the Makarov it is unavailable to the player. According to SIGINT, the Ocelot Unit's AMD-65s were prototypes that were shipped to the Soviet Union for testing.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|450px|AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AMD.jpg|thumb|600px|none|An Ocelot unit soldier with the AMD-65, being held hostage by Big Boss before promptly being slammed to the ground with a CQC move.]]&lt;br /&gt;
[[File:MGS3AMD-63(2).jpg|thumb|600px|none|An Ocelot Unit soldier with the AMD-65.]]&lt;br /&gt;
[[File:MGS3AMD-63.jpg|thumb|600px|none|Another Ocelot Unit soldier with an AMD-65, on the left.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The Boss' signature weapon is the &amp;quot;Patriot,&amp;quot; seemingly a cut-down [[M16A1]] fitted with an anachronistic Beta C-Mag carrying infinite ammunition (claimed to be from its &amp;quot;feed mechanism&amp;quot; being in the shape of an infinity symbol), with no buttstock or front sight, and has the addition of a short, smooth handguard and a muzzle brake. It is partially inspired by the real-life [[M231 Firing Port Weapon]], which was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M231 as an assault rifle. It is not completely based on an M231, due to the presence of a forward-assist and a rear sight which actual M231s do not have.&lt;br /&gt;
&lt;br /&gt;
The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Big Boss' infiltration vehicle with sustained fire; the fired bullets tumble end-over-end, a term called &amp;quot;keyholing﻿&amp;quot;, as they exit the barrel, and at least one actually exits the barrel facing backwards(!), the severe keyholing seems to imply that the weapon's barrel lacks rifling. ﻿The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save. &lt;br /&gt;
&lt;br /&gt;
The game also classifies the Patriot as an &amp;quot;assault pistol&amp;quot; (possibly a mistaken fusion of the terms &amp;quot;assault rifle&amp;quot; and &amp;quot;machine pistol&amp;quot;) when in fact, its caliber makes it an ultracompact carbine despite its resemblance to various real-life &amp;quot;AR pistols&amp;quot; (AR-15s cut down and/or possessing modified actions to fire from barrel lengths of 10 inches or less, and often lacking buttstocks). Another possible reason that the Patriot was classified as a type of pistol is the fact that The Boss always fires it one-handed like an oversized handgun, but Big Boss for his part puts his offhand on the weapon's handguard instead. Big Boss can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. Despite SIGINT describing the Patriot's recoil as &amp;quot;unbelievable,&amp;quot; it is depicted as having no muzzle climb even when fired in full-auto by either The Boss or Big Boss.&lt;br /&gt;
&lt;br /&gt;
The Patriot has a few additional properties unique to it in this game. When used by The Boss in her own boss fight, she becomes immune to anything Big Boss can throw at her if she is firing the Patriot directly at him, necessitating that the player either catch The Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable. Befitting its status as a bonus weapon, it can also be implausibly used to take down in-game helicopters (a feature not carried over to [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the next MGS game]]). To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Big Boss to fire the Patriot's final in-game shot. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:Mgs313.jpg|thumb|none|600px|The Boss firing her &amp;quot;Patriot.&amp;quot;]]&lt;br /&gt;
[[File:MGS3Patriot.jpg|thumb|none|600px|Another angle of the same scene. Note the tumbling bullets.]]&lt;br /&gt;
[[File:MGS3M231.jpg|thumb|none|600px|Right before the final battle The Boss holds her unloaded &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
[[File:MGS3M231Load.jpg|thumb|none|600px|The Boss loads her &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
The [[M16A1]] appears as the &amp;quot;XM16E1&amp;quot;. It is chambered in 5.56x45mm NATO, has a 20-round magazine, and semi-burst-auto fire modes, which The Boss and Sigint both suggest was done in the field by a gunsmith after the rifle reached Vietnam. It can be distinguished from a real XM16E1 by the full fencing on the lower receiver and birdcage flash hider. It also has a heavier profile barrel like the Model 611 M16A1, but this is likely just a coincidence rather than a deliberate choice. It can be obtained in both the Virtuous Mission and Operation Snake Eater, meaning at least two such rifles found their way to Russia. It can also be fitted with a suppressor. It is not used by any NPCs in the singleplayer game. The in-game version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat, and thus is the only weapon with its own camouflage. Like the AK-47, players can use the iron sights of this assault rifle, but unlike the AK, there's a slight zoom effect when doing so. This weapon was available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm.  What distinguishes it from the original M16 was the addition of a raised rib around the magazine release button, changing of the forward Receiver pins, and the addition of the forward assist button on the upper receiver.]]&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|400px|XM16E1 rifle with 20 round magazine for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3XM16E1.jpg|thumb|600px|none|The XM16E1 ingame. Note full-fence lower and A1 birdcage flash hider.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sniper Rifles in the game's singleplayer mode have a degree of &amp;quot;scope glint&amp;quot; that can give away the user's location (when used by NPCs) or alert NPCs to the player character's general location under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip. This weapon was available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters, even though there is no way to fit a suppressor to the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
If contacted while Big Boss is holding the rifle, SIGINT will speculate that the skeleton stock and pistol grip were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. SIGINT also advises Big Boss to go for &amp;quot;One shot, one kill&amp;quot; due to the bolt-action nature of the rifle, in spite of the fact that its tranquilizer ammunition makes it incapable of directly killing NPCs. Contrary to SIGINT's advice, the Mosin Nagant's lengthy reload animation can be bypassed by quickly unequipping and re-equipping it, like every other firearm in this game. &lt;br /&gt;
&lt;br /&gt;
Besides The End's Mosin Nagant, non-sniper versions of the rifle (presumably unmodified) also briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on [http://www.youtube.com/watch?v=TTClok-ujMM actual footage] of the May Day parades on Red Square.&lt;br /&gt;
&lt;br /&gt;
[[File:M9130.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[File:MGS3MosinNagant.jpg|thumb|none|600px|Mosin Nagants seen in the footage.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd.jpg|thumb|none|600px|The End takes aim with his Mosin Nagant.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd3.jpg|thumb|none|600px|A third view. Note that The End's age spots had disappeared due to photosynthesis earlier.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd4.jpg|thumb|none|600px|The End taking aim while kneeling.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
Another sniper rifle in the game is the [[SVD Dragunov]], which had only just begun serial production in the game's timeframe, a possible sly nod to the rare PSG-1 used in MGS1. It has two zoom options, and be seen being used by a member of the Ocelot Unit during an ambush shortly after Big Boss meets Eva, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semi-automatically, and for some reason is shown to have no recoil-caused muzzle jump if Big Boss' stamina is high when firing, nor even barrel sway when aiming in this condition; this is unlike MGS2, where sniper rifles often swayed a great deal unless a certain item was used. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|600px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:MGS3SVDModel.jpg|thumb|none|600px|SVD in the game.]]&lt;br /&gt;
[[File:MGS3SVD.jpg|thumb|none|600px|Big Boss, assisted by Eva, aims his SVD Dragunov at some C3 charges mounted on a bridge.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
The light machine gun configuration of the modular [[Stoner 63]] weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Big Boss yells Rambo-style while firing it. It is available in multiplayer, but only as a pick-up weapon (i.e., it is not a weapon the player character can spawn in with). The weapon's iron sights cannot be used. The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Big Boss is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable (if noisy) asset during that portion of the game. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|400px|Stoner 63A, Commando configuration (designated Mk 23 Mod 0 by the US Navy SEALs) - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3Stoner63Model.jpg|thumb|none|600px|Stoner 63 in the game.]]&lt;br /&gt;
[[File:MGS3Stoner63.jpg|thumb|none|600px|An Ocelot unit member with the Stoner 63 while Big Boss takes him down.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades= &lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet Grenade==&lt;br /&gt;
&lt;br /&gt;
A fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for three types of in-game grenade: Chaff, Stun and Smoke.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, and to fool the guidance systems of guided missiles fired at Big Boss. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. They are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. In-game, they are stated to have been developed by the Soviets. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Smoke grenades are implied to have been developed by the Soviets in Tselinoyarsk (this is not really something that needed explaining since smoke grenades were common in World War 2) and according to SIGINT use a combustion agent combining zinc oxide, ammonium chloride (which is wrong, ammonium chloride is a product of the reaction, the base material is usually hexachloroethane), aluminum and &amp;quot;some other stuff,&amp;quot; and releases a grayish-white smoke. It also has a tear-gas like effect on enemy soldiers and attack dogs: this is accurate, since the smoke from such grenades includes toxic zinc chloride, a skin and eye irritant and severe respiratory irritant. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5 hand grenade]]s. They are used by GRU soldiers, and can also be obtained by Big Boss in various areas in the game. The Pain also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location (shooting them while they are held aloft by his bees will cause them to prematurely detonate). They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:MGS3RGD5.jpg|thumb|none|600px|The RGD-5 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M15 White Phosphorus Grenade==&lt;br /&gt;
The body of the game's &amp;quot;WP grenade&amp;quot; appears to be based on the American [[M15 White Phosphorous grenade]], the WW2-era precursor to the more familiar [[M34 White Phosphorous grenade]], fitted with the same Soviet UZRGM fuze as the other grenade types.&lt;br /&gt;
&lt;br /&gt;
The in-game depiction is extremely unrealistic with the M15 basically filled with magic set-people-on-fire powder: it hardly produces any smoke (the real device was designed primarily for use as a smoke grenade), and unlike real WP smoke, the smoke the in-game grenade produces does not block thermal vision in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
[[Image:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|250px|'''Replica''' M15 white phosphorous grenade]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive &amp;quot;Shagohod&amp;quot; vehicle, which is only vulnerable to fire from heavy weapons. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon the player character can spawn in with. Snake also uses the RPG-7 in a cutscene during the escape from Groznyj Grad.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MGS3RPG7Model.jpg|thumb|none|600px|The RPG-7 in game.]]&lt;br /&gt;
[[File:MGS3RPG7.jpg|thumb|none|600px|Big Boss aims the RPG-7 in the finale.]]&lt;br /&gt;
[[File:MGS3RPG7Warhead.jpg|thumb|none|600px|The warhead in flight.]]&lt;br /&gt;
[[File:MGS3RPG7Empty.jpg|thumb|none|600px|Big Boss strikes a pose with an empty RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle/Platform-mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==130mm M-65 rifled gun L/60==&lt;br /&gt;
&lt;br /&gt;
The 130mm M-65 rifled gun L/60 is mounted onto at least 6 Obyekt 279s (spelled &amp;quot;Objekt 279s&amp;quot;) seen in-game. However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on all the Mi-24A  helicopters in the game. Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[File:Afanasev A-12.7.jpg|thumb|none|450px|Afanasev A-12.7 mounted on a Mi-4A helicopter -  12.7x108mm]]&lt;br /&gt;
[[File:MGS3HindAYak-B.jpg|thumb|none|600px|The Mi-24A with the A-12.7.]]&lt;br /&gt;
&lt;br /&gt;
== DShK == &lt;br /&gt;
&lt;br /&gt;
Able to commandeered by the player, [[DShK heavy machine gun]]s are found throughout the game. Two remote-controlled DShKs are mounted on Volgin's &amp;quot;Shagohod&amp;quot; hovertank-thing, and Volgin uses them if he's not using the central volley gun in the &amp;quot;mouth&amp;quot; of the Shagohod. In the cutscene where Snake and EVA make it to the runway on Groznyj Grad, Volgin decides he hasn't been evil enough yet and uses the Shagohod's weaponry to fire at his own troops.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|Russian DShK 38/46 - 12.7x108mm]]&lt;br /&gt;
[[File:MGS3DShK.JPG|thumb|none|600px|A mounted DShK.]]&lt;br /&gt;
[[File:MGS3DShKShagohod.jpg|thumb|none|600px|The DShk mounted on the Shagohod.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[ZU-23-2|ZU-23-2]] is a 23mm Soviet anti-aircraft gun. They can be commandeered by Big Boss and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 Anti-Aircraft gun - 23x152mm]]&lt;br /&gt;
[[File:MGS3ZU-23.jpg|thumb|none|600px|The ZU-23-2 behind Eva.]]&lt;br /&gt;
&lt;br /&gt;
==M1931 Field Gun==&lt;br /&gt;
&lt;br /&gt;
A battery of Soviet M1931 field guns is seen in a cutscene describing The Boss's &amp;quot;involvement&amp;quot; in &amp;quot;The Bay of Pigs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:M1931 Field Gun.jpg|thumb|none|450px|Soviet M1931 (A19) field gun displayed in Hämeenlinna Artillery Museum, Finland - 122mm]]&lt;br /&gt;
[[File:MGS3UnknownAAGun.jpg|thumb|none|600px|Stock film shows a battery of Soviet M1931 field guns firing, most likely during either World War 2 or in Cuba.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==C3==&lt;br /&gt;
The predecessor to the C4 used in other games. Composition 3 is a real military explosive composed of 77% RDX and 23% plasticizer: like C4, it can be molded into any shape, and is stable enough to not be detonated by gunfire. Big Boss uses it to destroy the Shagohod's hangar, and it is likewise used by Eva to rig the rail bridge out of Groznyj Grad to deter pursuit. In the latter case, it is also implied that the C3 contains some type of shock-sensitive tamper-resistant fuze, such that it will explode if fired on or even touched in any way.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3C3Block.jpg|thumb|none|600px|A block of C3.]]&lt;br /&gt;
[[File:MGS3C3Heart.jpg|thumb|none|600px|Eva makes a heart made of C3.]]&lt;br /&gt;
[[File:MGS3C3.jpg|thumb|none|600px|The C3 being planted on the liquid rocket fuel tanks of the Shagohod's hangar.]]&lt;br /&gt;
[[File:MGS3C3Butterfly.jpg|thumb|none|600px|The final block of C3 molded into the shape of a butterfly, just before Big Boss slams it onto the timer of the bomb. While he doesn't have a personal timepiece to keep track of the remaining time on the bombs (unlike Raiden of [[Metal Gear Solid 2]]), he does have some supernatural help telling him just how much time he has left before detonation. The butterfly-C3 also appears in Super Smash Bros Brawl.]]&lt;br /&gt;
[[File:MGS3C3Pack.jpg|thumb|none|600px|The pack of C3 on the bridge.]]&lt;br /&gt;
&lt;br /&gt;
== Big Joe 5 and Little Joe Crossbows ==&lt;br /&gt;
&lt;br /&gt;
The Fear uses a pair of crossbows, at least once of which has bolts laced with the venom of the Brazilian Wandering Spider, often said to be the most fearsome spider venom in the world. The &amp;quot;William Tell&amp;quot; is a &amp;quot;Big Joe 5&amp;quot; crossbow (some sources indicate this may have been a real nickname of the Big Joe 5) while the &amp;quot;Little Joe&amp;quot; uses its real name. Both were developed by the OSS during World War II, the &amp;quot;Big Joe 5&amp;quot; being intended for use at up to 200m while the &amp;quot;Little Joe&amp;quot; was a smaller device intended for eliminating sentries silently, for usage by the British military. The Big Joe 5 was only produced in very limited quantities, while the Little Joe never underwent production at all; surviving crossbows are rare, and the darts even rarer. Neither crossbow is ever available to the player. Ocelot later uses the Little Joe to threaten Tatyana, in a scene Big Boss can watch by spying on them in Groznyj Grad from a mountaintop.&lt;br /&gt;
&lt;br /&gt;
[[Image:BJ5.jpg|thumb|400px|none|Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:Little Joe Crossbow.jpg|thumb|none|400px|Little Joe crossbow.]]&lt;br /&gt;
[[File:MGS3FearCrossbow.jpg|thumb|none|600px|The Fear with his &amp;quot;William Tell&amp;quot; Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:MGS3FearsCrossbow2.jpg|thumb|none|600px|The Little Joe on the ground.]]&lt;br /&gt;
[[File:MGS3FearsCrossbowSpin.jpg|thumb|none|600px|Ocelot spins the Little Joe.]]&lt;br /&gt;
[[File:MGS3CrossbowBoltCloseup.jpg|thumb|none|600px|The bolt of the Little Joe.]]&lt;br /&gt;
&lt;br /&gt;
== The Fury's Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
During The Fury's boss battle, he uses a custom flamethrower which appears to be a highly reworked version of the German [[Flammenwerfer 41]]. According to SIGINT, The Fury's flamethrower uses UDMH (unsymmetrical dimethylhydrazine) and NTO (nitrogen tetroxide), a rocket fuel mixture, rather than the usual incendiary liquids used in flamethrowers. Since UDMH / NTO burns at about 3,000 degrees, firing the weapon once in a confined space should probably have killed both The Fury and Big Boss, The Fury twice over since it would fire him violently backwards ''because he is holding a rocket''. Luckily, The Fury does not seem to realise that both chemicals are ridiculously toxic if inhaled and if he just sprayed one fuel tank into the air of the enclosed room they are in, Big Boss would at least be incapacitated, if not killed outright.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|400px|Flammenwerfer 41 flamethrower]]&lt;br /&gt;
[[File:MGS3FuryFlamethrower.jpg|thumb|none|600px|&amp;quot;Everyone calls me Ben for some reason, can't they see my name is Ned?&amp;quot;]]&lt;br /&gt;
[[File:MGS3FuryFlamethrowerTanks.jpg|thumb|none|600px|The flamethrower tanks on The Fury's back. The yellow flames are certainly not implying the kind of heat his weapon would generate; the jet should look like he is pumping out burning magnesium.]]&lt;br /&gt;
&lt;br /&gt;
==Lipstick Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kiss of Death&amp;quot; is based on a KGB-issue 4.5mm single-shot pistol disguised as lipstick, one example of which was captured in West Berlin at an American checkpoint during the Cold War. In Tatyana's first appearance during the Virtuous Mission, Volgin forcibly confiscates the kiss of death from her when he notices her reaching for it, thus resulting in them suspecting she was KGB, although Volgin gives it back to her anyway, thinking she'll prove useful. Tatyana is implied to be using one when she attempts to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. She later tries to use the real one from earlier against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it. &lt;br /&gt;
&lt;br /&gt;
There were originally going to be more espionage devices in ''Snake Eater'' besides the Kiss of Death, the chloroform-laced handkerchief, and the Cigarette Narcosis Gun (a disguised chemical dispenser that sprays knockout gas a short distance), but these plans were dropped after the Beltway Sniper shootings forced Kojima and his team to abandon going to the International Spy Museum to research more on spy devices used during the Cold War.&lt;br /&gt;
&lt;br /&gt;
[[Image:KissofDeath.jpg|thumb|none|400px|&amp;quot;Kiss of Death&amp;quot; KGB lipstick gun at the International Spy Museum - 4.5mm]]&lt;br /&gt;
[[File:MGS3KissofDeath.jpg|thumb|none|600px|Colonel Volgin inspects the Kiss of Death after taking it from Tatyana shortly after the Virtuous Mission fails.]]&lt;br /&gt;
&lt;br /&gt;
== MON-50 anti-personnel mine ==&lt;br /&gt;
&lt;br /&gt;
These camouflaged landmines are occasionally encountered in the jungle. They are triggered by Big Boss' proximity to their frontal arc rather than through a trip wire or command detonation through a wire as in the real life version. They can be found using a mine detector (which uses a sound beacon) or seen easily through Big Boss' thermal goggles (the latter being a gameplay mechanic inherited from previous games). The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk after they stole several copies from American stores. Several claymores are also placed in Bolshaya Past South to further deter intruders. As with their incarnation in MGS2, placing MON-50 mines while holding down the &amp;quot;fire&amp;quot; button will outline (in red laser light) the mine's trigger zone. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Although the mines are explicitly referred to as &amp;quot;Claymores&amp;quot; in-game, the weapon bears a stronger resemblance to the MON-50 anti-personnel mine. Humorously, Sigint, when called about the weapon, alludes to the MON-50's development (it entered service the year after the game takes place) by mentioning that the Russians will soon develop &amp;quot;Claymoreski mines&amp;quot; since the Claymore's design is extremely easy to replicate.&lt;br /&gt;
&lt;br /&gt;
[[File:MON-50.jpg|thumb|none|250px|MON-50 anti-personnel mine]]&lt;br /&gt;
[[File:MGS3Claymore.jpg|thumb|none|600px|MON-50 in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
The [[M2 Flamethrower]] appears in the game and is used by several specially-suited GRU flame troopers on the Krasnogorje mountain in Tselinoyarsk. While unavailable to the player in the singleplayer portion of the game, it is available to as a pick-up weapon in the multiplayer mode, and has infinite ammunition there. Somewhat unrealistically, shooting the fuel tanks on the backs of the GRU flame troopers in singleplayer with a lethal weapon will immediately cause them to be engulfed in a ball of fire, although SIGINT implies in a radio conversation that they had their fuel tanks self destruct upon defeat in order to avoid capture. In addition, the same radio conversation also reveals that they had procured the flamethrowers from American forces for study purposes, and that the GRU flame troopers were most likely planning to use the flamethrowers specifically against Big Boss, implying that they were doing so under Volgin's orders because he wanted revenge against Big Boss for killing off three of the Cobra Unit members by that point (or if the player kills more soldiers, doing it on their own volition to avenge their comrades). &lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|250px|M2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==M28 Davy Crockett Weapon System==&lt;br /&gt;
&lt;br /&gt;
The M28 version of the [[Davy Crockett Weapon System]], a tactical nuclear recoilless gun, is a key plot device. Neither the launcher nor its ammunition are ever made available to the player.&lt;br /&gt;
&lt;br /&gt;
At the end of the Virtuous Mission, The Boss is seen with a launcher and one fictional (though not physically impossible; see below) high-yield warhead, and promptly gives them to Colonel Volgin as a &amp;quot;gift&amp;quot; for her &amp;quot;new hosts.&amp;quot; Volgin then uses it to destroy Nikolai Sokolov's OKB-754 research facility, by firing it in the most ill-advised manner possible. The resultant nuclear detonation triggers the events of Operation Snake Eater. The Boss later duplicates Volgin's feat by firing the second warhead (again, by hand, and even though she only had one warhead during the handover) to obliterate Groznyj Grad and Graniny Gorki. &lt;br /&gt;
&lt;br /&gt;
In reality, the launcher, the warhead and their cases would weigh somewhere in the region of {{convert|lbs|300}}, but both The Boss and Volgin are depicted in the game as being able to carry this entire load unassisted. The director's commentary for the game indicated that this was deliberate in order to showcase The Boss's physical strength. The real-life Davy Crockett's warheads were also fairly anemic for nuclear weapons, providing the explosive power of just 10-20 tons of TNT (in fact the warhead's primary damage mechanism would be radiological, from the ionising radiation and fallout), as higher-yield warheads would catch anyone firing the weapon in the blast radius given the weapon's limited range of 2 km for the M28 version and 4 km for the M29 version. The game handwaves the unrealistically massive destruction caused, by having SIGINT claim that the warheads used were experimental models with a higher yield than regular Davy Crockett warheads; this is not actually impossible, since the W54 warhead used by the Davy Crockett was also used by the Mk 54 Special Atomic Demolition Munition, which had a yield of up to one kiloton. The game also implies that the blast radius was at least three miles (or that the wind carried fallout that far), as Volgin's usage of the Davy Crockett in the Virtuous Mission was mentioned to have caused nuclear fallout at Rassvet potent enough that none of Volgin's forces could go there unprotected, when the briefing made clear that Tselinoyarsk was three miles west of the Sokolov Design Bureau. This is more than a little unlikely, since if the weapon had a vastly higher yield than normal while being the same size, there would be less highly radioactive unreacted material to scatter as fallout.&lt;br /&gt;
&lt;br /&gt;
Of more immediate concern is that launcher is shown launching warheads as if they are self-propelled, which Davy Crockett warheads are not: instead, a propelling charge about the size of a LAW rocket launcher has to be inserted into the barrel, followed by a &amp;quot;launching piston&amp;quot; which transfers the force of the explosive to the projectile. Without this charge, the nuke would not leave the barrel of the launcher. Though the warhead is only armed by firing, it requires the setting of a timer safety dial on the base of the round to actually function; no character is ever shown setting this, and unless the timer was set to at least one second the warhead would never arm. In addition, firing the launcher in reality required the use of a triggering device linked to a cable that unwound from the back of the loaded launcher, with the device having no actual trigger of its own.&lt;br /&gt;
&lt;br /&gt;
The real-life Davy Crockett was also inaccurate in testing and required the use of a spotting rifle to put its warheads on target, along with a tripod mount to offer a stable firing platform and the ability to precisely adjust the weapon's trajectory. Neither of these components are used by Volgin or The Boss. Though Volgin's case might be forgiven as an unlikely case of &amp;quot;point shooting&amp;quot; with the launcher tube and the fact that his target was visible to him, The Boss manages to place the warhead in the precise area necessary (via a ballistic, non-line-of-sight trajectory, no less!) to destroy both Graniny Gorki and Groznyj Grad, with no sign of having dialled in the correct trajectory beforehand (as that would require spotting shots and the tripod mount).&lt;br /&gt;
&lt;br /&gt;
[[File:Davy Crockett Nuke.jpg|thumb|none|400px|M-388 Davy Crockett nuclear projectile (W54 warhead) on M28 launcher - 120mm with 20mm spotting rifle. The version in the game has the 20mm spotting rifle (which had to use depleted uranium rounds to match the warhead's trajectory) misplaced and used as a carry handle.]]&lt;br /&gt;
[[File:MGS3Davy.jpg|thumb|none|600px|The two pieces of the Davy Crockett.]]&lt;br /&gt;
[[File:MGS3DavyWarhead.jpg|thumb|none|600px|The warhead. Oddly, despite it being repeatedly stated later on that The Boss stole ''two'' warheads and the second one being used, there is only one when the launcher is handed over.]]&lt;br /&gt;
[[File:MGS3DavyLanucher.jpg|thumb|none|600px|The launcher tube, minus the tripod mount needed to provide a stable firing platform.]]&lt;br /&gt;
[[File:MGS3DavyBlackblast.jpg|thumb|none|600px|The backblast from firing. It's a miracle that it didn't kill everyone on the chopper.]]&lt;br /&gt;
[[File:MGS3-DavyCrockett-Snake.jpg|thumb|none|600px|In ''Subsistance'''s Secret Theater short &amp;quot;The Ultimate Weapon&amp;quot;, The Boss loses a game of rock-paper-scissors to Snake and clearly takes it ''waaaay'' too hard.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
&lt;br /&gt;
Big Boss can find and attach TNT bundles on various surfaces (even on the backs of wandering enemies) for explosive detonation via radio trigger. They can also be used to demolish ammunition and food storage areas, causing guards to become hungry, slower to react, easier to knock out via CQC attacks, and to run out of ammunition faster. They can also be used to save some trouble later on by blowing up a Mil Mi-24 Hind A that was being parked at the Bolshaya Past base for maintenance.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3TNT.jpg|thumb|none|600px|The TNT in game.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia: Plausibility and Practicality of the Shagohod==&lt;br /&gt;
In real life, the Shagohod's Phase 2 as a concept would not be feasible at all, as firing a missile from a Shagohod-like launcher would have an utterly negligible impact on the overall velocity of the missile: starting from 300 miles per hour instead of 0 means very little when the weapon has to accelerate to around 14,000 miles per hour, and would certainly not save enough fuel to almost double the weapon's range. In addition, the guidance of ballistic missiles is inertial, based on a known starting location, and launching it at speed and at a non-vertical angle could not be done with the missile's existing guidance system.  Finally and most obviously, Shagohod is said to fire the SS-20 &amp;quot;Sabre&amp;quot; IRBM, a weapon that would not be deployed until 1976. SS-20 appears to have been used because the equivalent period missiles, SS-4 Sandal and SS-5 Skean, used gantry launchers rather than a launch tube and were liquid-fueled, and thus would probably look rather silly on the Shagohod.&lt;br /&gt;
&lt;br /&gt;
There are also several other problems to take into account for the Shagohod itself. Firstly, fundamentally the Shagohod would be detectable by satellites. The script ignores that all weapon systems have a logistical footprint, and the more high-tech, the bigger it is. A Shagohod would need specialised vehicles to fuel, maintain, tow and transport it, storage facilities for dangerous hypergolic rocket fuels, stockpiles of spare parts, workshops, support crew housing, communications to pass it targeting information, and so on. In addition, the vehicle needs a three-mile runway pointing roughly towards its target, and since it pulls itself with augers it would probably need either a special surface or to re-surface the runway every a vehicle made a launch run.&lt;br /&gt;
&lt;br /&gt;
In addition military vehicles cannot run 24/7; usually a significant percent of vehicles will not be available for operation at any given time because they are undergoing routine maintenance or being repaired. With something as complex and cutting-edge as the Shagohod having 25% of vehicles operational would be pretty impressive, which would mean multiple vehicles would be needed. Assuming this availability level, an operational Shagohod battery would probably consist of four or more likely five vehicles to ensure there was one ready-to-go when a launch order came. Needless to say, this would require an entire purpose-built complex that any idiot could find.  These extreme requirements would also preclude Volgin's plan to export the vehicle as a means of nuclear proliferation, since few client states would have the ability to maintain such a facility.&lt;br /&gt;
&lt;br /&gt;
Crew training would also be an issue; with a normal ballistic missile a launch drill can be run without ever opening the silo doors, but a drill run with a Shagohod would look exactly like a real launch to anyone observing. A satellite would be able to spot the rocket exhaust from the vehicle itself, and there would be no way of knowing if it was going to launch a warhead on this run or not unless the entire launch tube had been removed. &lt;br /&gt;
&lt;br /&gt;
Additionally, the US and Soviet Union in real life had systems exactly like what the Shagohod is meant to represent already, respectively  the Polaris and SS-N-5 SLBMs, which had been around since 1960 and 1963. Ballistic missile submarines do not need runways, can hide in about 70% of the Earth's surface and are much harder to detect. They fit into a role of nuclear deterrence called ''assured second strike'', the principle that even if the enemy manages a first strike, they will not be able to prevent a large-scale nuclear retaliation. Shagohod would only be dangerous if nobody knew what they were looking for, and would really only be good for one launch, ever, before it was relegated to the second strike role. &lt;br /&gt;
&lt;br /&gt;
The script also appears to be unaware that satellites and spyplanes were not the only system for detecting ICBM launches: the US had the RCA 474L Ballistic Missile Early Warning System (BMEWS), a network of 12 radar sites built from 1960-1964 and designed to provide a 15-25 minute warning of approaching missiles, more than enough time to order a counter-launch before impact. Moreover, the Soviets knew this, since data on the system had been leaked in 1961, so Volgin would probably have ended up cancelling the first-strike focused Shagohod himself.&lt;br /&gt;
&lt;br /&gt;
One possibly-intentional point of realism, though, is that the Shagohod's development (as a mobile land launch system) in 1964 ''is'' in line with period Soviet missile doctrine: the R-9 missile (one of two ICBMs identified as SS-8 Sasin) was originally intended to be a mobile system to thwart a first strike against Soviet silo complexes by NATO (though using wheeled launcher trucks instead of a hovercraft-thing): this was changed to a dual project developing silo-launched and mobile versions, but the mobile version never achieved the desired mobility and that part of the project was ultimately scrapped.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Austin_Powers_in_Goldmember&amp;diff=1400281</id>
		<title>Austin Powers in Goldmember</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Austin_Powers_in_Goldmember&amp;diff=1400281"/>
		<updated>2021-02-21T05:36:13Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Walther PPK/S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name= ''Cinema Poster''&lt;br /&gt;
|picture = Austin_powers_3_Poster.jpg&lt;br /&gt;
|caption = ''DVD Cover''&lt;br /&gt;
|country = [[File:USA.jpg|25px]] United States&lt;br /&gt;
|director =  Jay Roach&lt;br /&gt;
|date = 2002&lt;br /&gt;
|language = English&amp;lt;br&amp;gt;Japanese&lt;br /&gt;
|studio=Gratitude International&amp;lt;br&amp;gt;Team Todd&amp;lt;br&amp;gt;Moving Pictures&lt;br /&gt;
|distributor=New Line Cinema &lt;br /&gt;
|character1= Austin Powers / Goldmember / Dr. Evil / Fat Bastard&lt;br /&gt;
|actor1=[[Mike Myers]]&lt;br /&gt;
|character2=Foxxy Cleopatra&lt;br /&gt;
|actor2=[[Beyoncé Knowles]]&lt;br /&gt;
|character3=Basil Exposition&lt;br /&gt;
|actor3=[[Michael York]]&lt;br /&gt;
|character4=Nigel Powers&lt;br /&gt;
|actor4=[[Michael Caine]]&lt;br /&gt;
|character5= Scott Evil&lt;br /&gt;
|actor5=[[Seth Green]]&lt;br /&gt;
|character6=Number Two&lt;br /&gt;
|actor6=[[Robert Wagner]]&lt;br /&gt;
|character7=Mini Me&lt;br /&gt;
|actor7=[[Verne Troyer]]&lt;br /&gt;
}}&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;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Walther PPK/S==&lt;br /&gt;
Austin Powers ([[Mike Myers]]) uses a [[Walther PPK/S]] in .380 as his sidearm throughout the film. The PPK/S pistols seen in the film were custom finished in nickel instead of the standard high polished bluing.&lt;br /&gt;
&lt;br /&gt;
Pearl grips were used for some scenes, but for others they were changed back to standard black plastic grips. This was probably to prevent damage to the pearl grips during stunt work. There were three identical guns used on-set - one was later donated to the Walther Museum, while the other two remain in the inventory of Independent Studio Services (which supplied the guns for the film). These guns were used on all three of the ''Austin Powers'' movies.&lt;br /&gt;
[[Image:AustinPowersPPKscreenused1.JPG|thumb|none|300px|One of the actual Walther PPK/S pistols used by Mike Myers on all three of the ''Austin Powers'' movies - .380 ACP]]&lt;br /&gt;
[[Image:AustinPowersPPKscreenused2.JPG|thumb|none|300px|Another view of the PPK/S from the three ''Austin Powers'' movies.]]&lt;br /&gt;
[[Image:Goldmember ppk.jpg|thumb|none|600px|Austin Powers holds his PPK/S as he infiltrates Goldmember's club in 1975. Note plastic grips.]]&lt;br /&gt;
[[Image:AA3_PPK.jpg|thumb|none|600px|Austin Powers with his [[Walther PPK/S]]. (Also worth noting is that the soldiers behind him unknown [[M16 rifle series|M16]] variants.)]]&lt;br /&gt;
[[Image:AP3 15.jpg|thumb|none|600px|''&amp;quot;Well, Dr. Evil, it's finally come to this, hasn't it - You, me, and the gun.&amp;quot;'' &amp;lt;BR&amp;gt; Austin Powers ([[Mike Myers]]) with the PPK/S.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark I (Gold Finish)==&lt;br /&gt;
When Austin Powers ([[Mike Myers]]) first meets Goldmember (also [[Mike Myers]]), Goldmember uses a gold-plated [[Desert Eagle Mark I]] to threaten Austin before having it knocked out of his hands by Foxxy Cleopatra ([[Beyoncé Knowles]]). This gun might have been brought back to 1975 with Goldmember's time machine, explaining its seemingly anachronistic appearance.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle used in the movie was one of three guns (all .357 Magnum models) that were coated in titanium nitride to achieve a gold finish, and fitted with ivory grips.  There were three identical guns built for the movie, all of which had started out as standard blued Mark Is. One of these guns was also re-used on an episode of ''[[Chuck]]'' (minus the ivory grips).&lt;br /&gt;
[[Image:AustinPowersGoldmemberDeagleScreenused.JPG|thumb|350px|none|A gold-plated Desert Eagle Mark I in .357 Magnum - The gun pictured was Mike Myers' actual gun in the film.]]&lt;br /&gt;
[[Image:AA3_DesertEagle.jpg|thumb|600px|none|Goldmember threatens Austin Powers with a gold plated [[Desert Eagle Mark I]].]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 950 Jetfire==&lt;br /&gt;
After Austin ([[Mike Myers]]) meets Goldmember (Also [[Mike Myers]]) for the first time, Foxxy Cleopatra ([[Beyoncé Knowles]]) attempts to capture Goldmember with a silver [[Beretta 950 Jetfire]], only to be kicked in the face by him. Mini Me ([[Verne Troyer]]) also uses a silver [[Beretta 950 Jetfire]] after switching sides with Austin Powers, likely given to him by Foxxy.&lt;br /&gt;
[[Image:Beretta 950BS Jetfire Stainless.jpg|thumb|none|300px|Beretta 950 Jetfire Stainless - .25 ACP‎]]&lt;br /&gt;
[[Image:AA3_Jetfire.jpg|thumb|none|600px|Foxxy attempt to capture Goldmember with a [[Beretta Jetfire]]. Strangely, Goldmember's female henchman behind him and Foxy doesn't even seem to care that her boss is being threatened!]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
Goldmember's ([[Mike Myers]]) bodyguards use gold plated [[Smith &amp;amp; Wesson Model 36]]s with sound suppressors.&lt;br /&gt;
[[Image:GoldS&amp;amp;W36swithsuppressors.jpg|thumb|none|300px|Gold plated S&amp;amp;W Model 36 revolvers with pearl grips and erroneous sound suppressors - .38 Special.]]&lt;br /&gt;
[[Image:AA3_revolvers.jpg|thumb|none|600px|Goldmember's bodyguards fire their revolvers. Interestingly when the weapons are fired it sounds as if there are no suppressors.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Sigma==&lt;br /&gt;
Mini Me ([[Verne Troyer]]) uses a stainless [[Smith &amp;amp; Wesson Sigma]] to escort Nigel Powers ([[Michael Caine]]) into his holding cell. This is an interesting choice, given that it looks very large in his hands.&lt;br /&gt;
[[Image:S&amp;amp;WSigmaStainless40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma Stainless SW40F - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:AA3_Handgun.jpg|thumb|none|600px|Mini Me with a [[Smith &amp;amp; Wesson Sigma|Sigma]].]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 66==&lt;br /&gt;
Foxxy Cleopatra ([[Beyoncé Knowles]]) uses a polished stainless steel snub-nosed [[Smith &amp;amp; Wesson Model 66]] throughout the film.&lt;br /&gt;
[[File:Jamesgeorgopoulosgoldmemberimfdb.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 66 - .357 Magnum.  This is the screen-used firearm carried by [[Beyoncé Knowles]] in the film ''[[Austin Powers in Goldmember]]''.  '''Thanks to [[User:Jimmygcreative|James Georgopoulos]]'''.]]&lt;br /&gt;
[[Image:AA3_.38.jpg|thumb|none|600px|Foxxy with her snub-nosed [[Smith &amp;amp; Wesson Model 66]].]]&lt;br /&gt;
[[Image:AP3 22.jpg|thumb|none|600px|Foxxy Cleopatra ([[Beyoncé Knowles]])  wields her S&amp;amp;W 66.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Micro Uzi==&lt;br /&gt;
In the beginning of the film, when a new Austin Powers movie is being made by [[Steven Spielberg]], two [[Micro Uzi]]s are used by Austin Powers (played in the Spielberg movie by [[Tom Cruise]]) to destroy a Cobra helicopter.&lt;br /&gt;
[[Image:MicroUziPistol02.jpg|thumb|none|325px|Micro Uzi with 32 rd magazine - 9x19mm]]&lt;br /&gt;
[[Image:AA3_Uzi.jpg|thumb|none|600px|&amp;quot;Austin Powers&amp;quot; ([[Tom Cruise]]) fires two [[Micro Uzi]]s during the opening sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
Dr. Evil's (also [[Mike Myers]]) henchmen all use [[Heckler &amp;amp; Koch MP5K]]s.&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy lower - 9x19mm]]&lt;br /&gt;
[[Image:AA3_MP5.jpg|thumb|none|600px|One of Dr. Evil's henchmen with a [[Heckler &amp;amp; Koch MP5K]].]]&lt;br /&gt;
[[Image:AP3 21.jpg|thumb|none|600px|''&amp;quot;What is this, the first day on the job or something?&amp;quot;'' &amp;lt;br&amp;gt; Evil's henchmen hold up Nigel Powers ([[Michael Caine]]) with their MP5Ks.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==STK SAR 21==&lt;br /&gt;
The security guards at Roboto Industries are armed with [[SAR 21|STK SAR 21]] bullpup rifles. &lt;br /&gt;
[[Image:Sar21.jpg|thumb|none|450px|SAR 21 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:AP3 27.jpg|thumb|none|600px|Foxxy sneaks up to a guard (Michael Chaturantabut) with a [[SAR 21]] bullpup.]]&lt;br /&gt;
[[Image:AP3 28.jpg|thumb|none|600px|Roboto Industries guards have their SAR 21s on them when Mr. Roboto presents Goldmember the golden key  to turn on the &amp;quot;Preparation H&amp;quot; tractor beam.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==STK Ultimax 100 Mk.3==&lt;br /&gt;
In the Austin Powers movie being made in the beginning of the film, Mini Me (here being played by [[Danny DeVito]]) is seen firing a Singaporean [[Ultimax 100 Light Machine Gun|Ultimax 100 Mk.3]] light machine gun fitted with a Beta-C high-capacity drum magazine and with the stock removed. Of note is that the Ultimax gun wielded by &amp;quot;Mini Me&amp;quot; bears a resemblance to the homophonically-named [[FN Minimi|Minimi LMG]].&lt;br /&gt;
[[Image:Ultimax mk3 2.jpg‎|thumb|none|450px|STK Ultimax 100 Mk.3 with detached magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:AA3_SAW.jpg|thumb|none|600px|[[Danny DeVito]] as Mini Me firing a Ultimax into the air.]]&lt;br /&gt;
[[Image:AP3 06.jpg|thumb|none|600px|Danny DeVito's &amp;quot;Mini Me&amp;quot; with the Ultimax.]]&lt;br /&gt;
[[Image:AP3 09.jpg|thumb|none|600px|&amp;quot;Mini Me&amp;quot; holds the Ultimax as he laughs with Dr. Evil, played here in this sequence by [[Kevin Spacey]].]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
In the Austin Powers movie being made in the beginning of the film, a Cobra attack helicopter with a [[GE M134 Minigun]] is seen firing at the car being driven by &amp;quot;Austin Powers&amp;quot; ([[Tom Cruise]]).&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|GE M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:AA3_Gatling.jpg|thumb|none|600px|A [[GE M134 Minigun]] is mounted under the nose of this Cobra helicopter.]]&lt;br /&gt;
&lt;br /&gt;
{{Austin Powers}}&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:Espionage]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Goldmember_ppk.jpg&amp;diff=1400279</id>
		<title>File:Goldmember ppk.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Goldmember_ppk.jpg&amp;diff=1400279"/>
		<updated>2021-02-21T05:32:28Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
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		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1399667</id>
		<title>Metal Gear Solid 3: Snake Eater</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1399667"/>
		<updated>2021-02-18T23:08:40Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Shansi Type 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
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{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 3: Snake Eater&lt;br /&gt;
|picture = Metal_Gear_Solid_3_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2004&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Nintendo 3DS&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 3: Snake Eater''''' is a 2004 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. A prequel to ''[[Metal Gear Solid]]'' and ''[[Metal Gear Solid 2: Sons of Liberty]]'', this game takes place in the year 1964, and focusses on the Cold War exploits of Big Boss, a significant character in the Metal Gear series' backstory who had thus far not been a playable character. In a nod to the game's era and spy-thriller nature, several nods to the 1960s [[James Bond]] films can be seen in the game. &lt;br /&gt;
&lt;br /&gt;
The game's story opens with Big Boss (referred to by his codename &amp;quot;Naked Snake&amp;quot; at this point in the series' timeline) performing a HALO jump into a fictional Soviet wilderness area named &amp;quot;Tselinoyarsk&amp;quot; (Cyrillic: Целиноярск or &amp;quot;The Virgin Cliffs&amp;quot; in English) to extract a defecting Soviet scientist by the name of Dr. Nikolai Sokolov who is working on a new superweapon platform in a nearby Soviet base, in an operation called the Virtuous Mission. However, a series of extreme events causes the Virtuous Mission to fail, and Big Boss is sent to Tselinoyarsk a second time to perform &amp;quot;Operation Snake Eater.&amp;quot; His objectives this time are to destroy the new Soviet superweapon, known only as the &amp;quot;Shagohod,&amp;quot; rescue Sokolov, and kill a traitor to both him and the United States. &lt;br /&gt;
&lt;br /&gt;
An updated re-release of ''Metal Gear Solid 3'' with the subtitle of ''Subsistence'' was the first of the non-portable ''Metal Gear'' titles to feature online multiplayer in a separate mode named '''''Metal Gear Online'''''. It was only online for a year after the release of ''Subsistence'' in each region, and each multiplayer weapon's description is accurate at the moment that Metal Gear Online was shut down. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the video game ''Metal Gear Solid 3: Snake Eater.'' Unless otherwise noted, each weapon is only available in the singleplayer portion of the game:''' &lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
&lt;br /&gt;
In a break from its predecessors, ''Metal Gear Solid 3'' (MGS3) was the first in the ''Metal Gear'' series to use more than a single lifebar for the player character. A new stamina meter, previously only seen on boss characters in ''[[Metal Gear Solid 2]]'' (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. A low stamina meter would cause a great deal of &amp;quot;aiming sway&amp;quot; when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. Bosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. The game also introduced a &amp;quot;backpack&amp;quot; system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous ''Metal Gear Solid'' titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). The backpack itself was represented by a small-of-back dump pouch attached to Big Boss' equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its in-game firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). Whether a particular in-game gun had usable iron sights is detailed in its own entry. &lt;br /&gt;
&lt;br /&gt;
Another new gameplay element is the inclusion of a fictional (and at times rather silly) hand-to-hand fighting style named CQC (or Close Quarters Combat) which includes actions like grappling an opponent or using one as a human shield while still using a gun, whereas in the previous ''[[Metal Gear Solid]]'' (MGS) titles, player characters were limited to preset hand-to-hand combos or hitting enemies with firearms, and to taking human shields while having no weapon equipped. CQC in this game was at its most effective when handguns or knives were equipped; player characters cannot grapple when long guns are equipped and will instead use them as improvised clubs. These knife-and-gun techniques were made up by the production team, and have no real equivalent in military close combat systems.&lt;br /&gt;
&lt;br /&gt;
Keeping with the &amp;quot;on-site procurement&amp;quot; gameplay mechanic of the previous MGS titles, it is not possible to obtain or use weapons dropped from enemies in-game (they will simply disappear, with absolutely no in-game explanation given this time as to why the player character can't simply commandeer them)--thus, the only obtainable weapons in this game those that are in storage or otherwise lying around the game's levels. Grenades held by NPCs are the only exception to this rule in singleplayer, and only when they they are looted from an NPC's dead or unconscious body, or if the player makes Big Boss hold up an enemy for his items (somewhat unrealistically, ammunition for weapons that NPCs are never seen using in-game can be taken from them this way). Weapons could, however, be freely looted from other player characters in the game's multiplayer mode. &lt;br /&gt;
&lt;br /&gt;
Finally, stealth in MGS3, taking place as it does largely in outdoor environments, is focused around the use of camouflaged clothing and face paint to match Big Boss' surroundings, unlike the previous MGS games which were centered more around staying outside of the vision range of enemies, making a minimum of noise, and sneaking behind cover rather than any sort of camouflage (a gameplay mechanic inherited from the earlier 2D titles in the ''Metal Gear'' series). Despite the fact that almost all weapons in this game don't come with camouflage of their own, they will not compromise Big Boss' camouflage unless fired or used (with the exception of the in-game sniper rifles).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
'''Note:''' With the exception of the Single Action Army, all in-game handguns available to the player can be used while simultaneously taking a character hostage--the handgun in question can then be used to fire at hesitant enemies until it runs out of ammunition (a feature this game introduced to the MGS series), whereupon the player character will have to release the hostage to reload the handgun or switch to another weapon. The only exception to this rule is if the player holds a scientist hostage in front of enemy soldiers, as the soldiers will fire on Snake regardless of the danger posed to the scientist. One of the interrogation responses against the soldiers implies that the reason why this instance fails is because the soldiers do not get along with the scientists and thus have no qualms with killing them when held hostage by an enemy.&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;]] (a Navy-modified Smith &amp;amp; Wesson Model 39) handgun appears in the game upgraded as the &amp;quot;MK22 Hush Puppy&amp;quot; tranquilizer gun, a non-lethal option compared to the [[M1911A1]]. It can be fitted with a suppressor. The Hush Puppy in the game fires fictional 9mm tranquilizer rounds which, as usual in fiction, are always a perfect dose of anesthetic. As with the real-life gun, it has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round, which cannot be disengaged. It has a magazine capacity of 8 rounds, and is also available in multiplayer. Snake initially lost the Mk 22 when confronting The Boss on the Dolinovodno bridge late into the Virtuous Mission, but receives another one from EVA when meeting with her during Operation Snake Eater. Her dialogue when giving the Mk 22 to Snake implies it is the same one Snake lost on the previous mission.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|350px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[Image:Mgs3mk22.jpg|thumb|600px|none|Mk 22 Mod 0 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[Image:Mgs31.jpg|thumb|600px|none|Big Boss holding his Mk 22]]&lt;br /&gt;
[[File:MGS3Mk22.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:MGS3Mk22Close.jpg|thumb|600px|none|Closeup on the Mk 22.]]&lt;br /&gt;
[[File:MGS3Mk22Closer.jpg|thumb|600px|none|Nice shot of the Mk 22.]]&lt;br /&gt;
&lt;br /&gt;
== M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#M1911A1|M1911A1]] is Big Boss' signature weapon in the game, it is chambered in .45 ACP and has a magazine capacity of 7 rounds. Big Boss initially uses a standard M1911A1 before it is dismantled by The Boss. After this, Snake receives a heavily-customized 1911 from Eva, who states it was probably captured from a US armory by the Russians, and probably belonged to an officer. The custom version has several professionally-done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton hammer (referred to as a &amp;quot;ring hammer&amp;quot;), removed grip safety, three-dot combat sights with a raised front sight, stepping on the grip, front cocking serrations, and an extended thumb safety. Big Boss comments that this is the best gun he has ever used shortly before carving the wood grip panel to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Big Boss does a &amp;quot;Tactical Reload&amp;quot; (via quickly unequipping and re-equipping the gun). This weapon is available in multiplayer, and is the only lethal pistol in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Snakematch.jpg|thumb|none|350px|Custom 1911 '''Airsoft''' &amp;quot;Snake Match&amp;quot;]]&lt;br /&gt;
[[File:MGS3M1911Dismantle.jpg|thumb|none|600px|The M1911A1 being dismantled by The Boss after she meets Big Boss on her horse. Note how the disassembly procedure - locking back the slide and removing the slide stop release - is that of a [[Browning Hi-Power]], not a supposedly GI 1911 with a two piece guide rod, which requires the barrel bushing be removed and the slide lined up to remove the slide stop (this is possible with a full length guide rod). When she throws away the slide, you can see the barrel still in place.]]&lt;br /&gt;
[[File:MGS3M1911Custom.jpg|thumb|none|600px|Big Boss' custom 1911 at the ready.]]&lt;br /&gt;
[[File:MGS3M1911Custom2.jpg|thumb|none|600px|Big Boss holds his custom 1911.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is the sidearm of every enemy in the game, although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Many officer-type NPCs patrolling indoor areas in the game have Makarovs as their main armament. &lt;br /&gt;
&lt;br /&gt;
The Makarov PM is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers, one of which, in foreshadowing of his change in weaponry, was via ricochet shot. After trying what, according to Big Boss, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it already being loaded, Ocelot causes a failure to feed jam. With the gun failing to go into battery, Big Boss ambushes him with CQC and subdues him easily. Big Boss tells him after that his techniques with the gun would be better suited for a revolver, which causes him to switch to the [[Colt Single Action Army]].&lt;br /&gt;
&lt;br /&gt;
According to Big Boss, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and the twisting action failing to provide enough resistance to cycle the slide correctly.&lt;br /&gt;
&lt;br /&gt;
Eva also possessed a Makarov during the ending, which she intended to use to kill Big Boss, but she never used it due to promising The Boss not to kill him.  In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Big Boss himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm PM]]&lt;br /&gt;
[[File:MGS3Makarov.jpg|thumb|none|600px|As he is being confronted by KGB agents, Ocelot pulls out a Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov2.jpg|thumb|none|600px|Ocelot aims the Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov3.jpg|thumb|none|600px|The Makarov in the air.]]&lt;br /&gt;
[[File:MGS3MakarovJam.jpg|thumb|none|600px|The Makarov jams, giving Big Boss a chance to attack.]]&lt;br /&gt;
[[File:MGS3MakarovVolgin.jpg|thumb|none|600px|After seeing through (or rather feeling through) Big Boss's disguise as Major Raikov, Volgin aims his Makarov at him, before deciding to shoot Sokolov in his knees for no reason other than that he can. This gives Big Boss the opening he needs to disarm Volgin.]]&lt;br /&gt;
[[File:MGS3MakarovToss.jpg|thumb|none|600px|When The Boss faces the imposter she is quickly able to disarm Big Boss of &amp;quot;his&amp;quot; Makarov (Actually Volgin's, as Big Boss disarmed him earlier) with CQC.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
The in-game [[Colt Single Action Army]] is a 6-shot single-action only revolver chambered for .45 Colt, and is reloaded manually, one round at a time (though it can still be reloaded instantly by unequipping and re-equipping it). To fire, the hammer must be cocked first (which is done if the player uses the gun's iron sights), or the gun can be rapidly fanned from the hip. The in-game version's advantage over the semi-automatic custom 1911 is that the SAA's bullets will commonly ricochet off walls and hit targets even if you miss (the ricocheting bullets tend to bounce at angles that will hit enemies even if this would be physically unlikely). Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force. &lt;br /&gt;
&lt;br /&gt;
Major Ocelot carries three of these revolvers as his signature weapons. After switching from his [[Makarov PM]], Ocelot carried a heavily-engraved nickel-plated SAA with black grips, but switched to three blued models after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots. Ocelot professionally spins two of them and also uses a cavalry stock he fits on the the heel of the grip to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous trickshooting stunts, including juggling all three of his revolvers at several points in the game for the purpose of playing a version of Russian Roulette. Real SAA users would usually carry with the chamber under the hammer empty and make do with five rounds, since the SAA's hammer did not have a catch and could strike a primer if it fell on the hammer or if the hammer was hit.&lt;br /&gt;
&lt;br /&gt;
Ocelot's gun-twirling moves were later revealed to be the work of a Japanese actor named Tornado Yoshida, who was either motion-captured or used as an animation reference. A spoiler-heavy Youtube video of a side-by-side comparison of the two can be found [https://www.youtube.com/watch?v=Z1Bv9y1rnrY here].&lt;br /&gt;
&lt;br /&gt;
To show his enthusiasm for his new handguns (and to fit in with the love Ocelot had for them in the original ''[[Metal Gear Solid]]''), Ocelot is heard to quip about the &amp;quot;joy of reloading&amp;quot; whenever he does so, especially in multiplayer.&lt;br /&gt;
&lt;br /&gt;
While Ocelot is the main user of the SAA, The Boss for her part confiscates one of his three SAAs after he uses them to &amp;quot;test&amp;quot; Tatyana during Big Boss' torture sequence.  She then uses it to shoot Big Boss in the left thigh with a &amp;quot;special payload;&amp;quot; how her &amp;quot;special payload&amp;quot; could correctly chamber and fire in a gun she took on the spur-of-the-moment is not at all clear. Big Boss can then use the SAA from that point forward in the game, but can also access an SAA before this point in the story in a new game, if the final dual with Ocelot is done correctly. In this final duel, Ocelot loads one of his .45 Long Colt SAAs with the round he wears on a necklace, which he claims is the same 9mm Makarov round that jammed his gun the first time he met Big Boss: this appears to be inserted into some type of caliber adaptor around the base of the casing to make doing so possible. The potential issue with the front of the casing rupturing due to lack of support is rendered rather moot by the fact that, like the time when he said &amp;quot;no more tricks,&amp;quot; this is a trick.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used to pistol-whip other characters with the barrel in melee.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSAA Hidalgo.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
[[Image:TheQuickandtheDeadCimmaronSAALMO.jpg|thumb|none|400px|Two heavily engraved nickel SAA revolvers, similar to the one Ocelot had before switching to 3 regular SAA revolvers.]]&lt;br /&gt;
[[File:MGS3EngravedSAA.jpg|thumb|none|600px|Ocelot aims his engraved SAA at Big Boss.]]&lt;br /&gt;
[[File:MGS3EngravedSAA3.jpg|thumb|none|600px|A close up of the engraved SAA's detail.]]&lt;br /&gt;
[[File:MGS3ColtSAA.jpg|thumb|none|600px|Ocelot aims his plain Colt SAA at Sokolov.]]&lt;br /&gt;
[[File:MGS3ColtSAAJugle.jpg|thumb|none|501px|Ocelot in the middle of juggling three SAA revolvers.]]&lt;br /&gt;
[[File:MGS3ColtSAADual.jpg|thumb|none|600px|'''Ocelot:''' ''Let me face him. I've been waiting for this moment... time to get &lt;br /&gt;
even!'' &amp;lt;br&amp;gt; Right before Big Boss' fight with Volgin, Ocelot wields two SAAs.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock.jpg|thumb|none|600px|Ocelot aims his Colt SAA with a stock attached. He later loses this particular SAA during the motorcycle chase sequence.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
== Shansi Type 17 ==&lt;br /&gt;
The Shansi Type 17, a Chinese copy of the [[Mauser C96]], is EVA's signature weapon, but it is never made available to the player. It is chambered in .45 ACP and has a 10-round capacity in its integral fixed magazine, which must be reloaded using stripper clips. She most notably uses it to shoot and kill several GRU soldiers near the beginning of Operation Snake Eater with a technique known as a &amp;quot;Bandit Shooting.&amp;quot; EVA loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase.&lt;br /&gt;
&lt;br /&gt;
On a second playthrough, SIGINT explains the &amp;quot;Bandit Shooting&amp;quot; method during a radio call as a way of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room, and questions where EVA is from.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|none|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:Mgs3 type17 2.jpg|thumb|none|600px|EVA reloads her Type 17 with a 10-round stripper clip. The pistol was usually issued with 5-round clips for simpler mid-magazine reloads. EVA is also shown firing only 8 shots in the preceding firefight.]]&lt;br /&gt;
[[File:Mgs3 type17.jpg|thumb|none|600px|EVA confirms Snake's assumption that her pistol isn't a Mauser original. These markings would be engraved on a real Type 17; firearm replicas often use printed markings in place of engravings, and one was likely used as a reference.]]&lt;br /&gt;
[[File:MGS3Type17.jpg|thumb|none|600px|EVA holding her Type 17 Pistol during the motorcycle chase.]]&lt;br /&gt;
[[File:MGS3Type17(2).jpg|thumb|none|600px|EVA's Type 17 after it is knocked out of her hands.]]&lt;br /&gt;
&lt;br /&gt;
== EZ Gun (modified FP-45 Liberator) ==&lt;br /&gt;
&lt;br /&gt;
The EZ gun was created by SIGINT and is based on an [[FP-45 Liberator]]. SIGINT's version is a tranquilizer gun with a built-in laser sight. According to a radio conversation with The Boss it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]. True to its name, Snake will never get hungry while using this weapon, nor will his camouflage index (a part of the game's GUI that determines how visible he is to enemies) ever drop below 80% when this gun is equipped. While the real Liberator is a single-shot weapon, the EZ Gun is treated as if it is bolt-action with an infinitely deep magazine. It is normally only available on the &amp;quot;Very Easy&amp;quot; difficulty, though it can be unlocked for other difficulties by collecting at least one of every edible item in-game.&lt;br /&gt;
&lt;br /&gt;
The EZ Gun is also used in the &amp;quot;Snake Versus Monkey&amp;quot; mode in the two PS2 releases, where Solid Snake must capture a series of ''Ape Escape'' monkeys because of reasons. This mode is not present in the multiplatform ''Metal Gear Solid HD Collection'' release due to ''Ape Escape'' being the property of Sony.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS_EZGun.jpg|thumb|none|350px|'''Non-firing model''' of EZ gun featured in MGS series by kagerou works]]&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|350px|The FP-45 Liberator Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Machine Pistols=&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The Pain, a member of The Boss' infamous &amp;quot;Cobra&amp;quot; Special Forces Unit and the second boss of the game, uses a [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|M1928A1 Thompson]] with a stick magazine in his fight with Snake. The Pain's version is made from either bees or hornets [!] and seemingly also fires them; he forms it by shouting &amp;quot;Tommy Gun!&amp;quot; and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the forward pistol grip on the regular 1928. The M1928A1 is never made available to the player. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1928-A1_T.jpg|thumb|none|400px|M1928A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:ThePainTommy_gun.jpg|thumb|none|600px|The Pain forms his &amp;quot;Tommy Gun.&amp;quot; One frame later, it's a Thompson. You have to feel sorry for the hornet that has to be the firing pin.]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|Sa. Vz.61 Skorpion]] machine pistol is the standard-issue weapon for enemies in motorcycle sidecars or for those piloting flying platforms, and can be obtained by the player as well from a storeroom in Groznyj Grad. While modeled with a 20-round magazine, it actually holds 30 rounds of .32 ACP ammunition in-game. It is fitted with a highly anachronistic laser sight the size of a modern one; the laser had only just been invented in 1960. A laser diode which projected a continuous beam at room temperature would not exist until 1970. Additionally, the first firearm laser sights, created in the late 70s, were bulky helium-neon gas lasers (the LaserLok sight for the [[American-180]] SMG being about the size of an entire Skorpion) which required a 10,000 volt power supply to switch on. Its iron sights cannot be used, unlike the AK-47 or XM16E1. It has both semi-automatic and fully-automatic firing modes; unlike almost every other firearm capable of fully-automatic fire, it possesses no muzzle climb, even when fired in full-auto. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable 850 RPM, but the in-game version has an unrealistically slow rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:MGS3Skorpion.jpg|thumb|none|600px|The Skorpion SA Vz 61 in game, modelled with a 20-round magazine that somehow holds 30 rounds. The folding buttstock cannot be unfolded ingame.]]&lt;br /&gt;
[[File:MGS3SkorpionBiker.jpg|thumb|none|600px|A GRU biker aims his Skorpion SA Vz 61]]&lt;br /&gt;
[[File:MGS3SkorpionSAVz61Platform.jpg|thumb|none|600px|After the battle with the Shagohod, GRU soldiers on flying platforms arrive on scene. Note the lack of a magazine. Also note the anachronistic laser sights used by the soldiers on completely historically-accurate personal flying vehicles.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The sole shotgun in the game is an [[Ithaca 37]] (referred to as the M37) with a sawed-off stock and barrel, available to the player in the Peschera Cave in-game. It is also used by several members of the Ocelot Unit. Unlike many media depictions of shotguns with tube magazines, characters reloading the Ithaca 37 in this game will use a tube-like device (known in speed-shooting competitions as a shotgun tube speedloader) to insert all four shells into the tube magazine at once. Furthermore, this shotgun is not depicted with iron sights; accordingly, characters using it always fire it from the hip. &lt;br /&gt;
&lt;br /&gt;
Ithaca 37 is actually a rarity in the USSR/Russia; similar to other rare Western weapons and equipment that were used by the enemy, it is implied that the M37's presence in Tselinoyarsk is due to Soviet agents stealing them from various Western-aligned countries, and that their usage was inspired by the British during the Malaysian Emergency.&lt;br /&gt;
&lt;br /&gt;
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range.  This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against most NPCs in the singleplayer game), it was disallowed on many multiplayer servers. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|350px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[File:MGS3Ithaca37Model.jpg|thumb|600px|none|M37 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[File:MGS3Ithaca37.jpg|thumb|600px|none|A member of the Ocelot unit holds his Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(2).jpg|thumb|600px|none|Another member of the Ocelot unit holds an Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(3).jpg|thumb|600px|none|An Ocelot unit member holds an Ithaca 37, while pursuing Big Boss after his escape from Colonel Volgin's torture chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The standard-issue assault rifle for most of the enemies (both GRU and KGB) is the [[AK-47]]. The AK-47 can also be obtained by the player in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. The AK-47 is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the AK-47 has more muzzle climb than the M16A1 when fired with or without using the iron sights. &lt;br /&gt;
&lt;br /&gt;
A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent. Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the AK-47 was never depicted with camouflage of its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AK47KGB.jpg|thumb|600px|none|A KGB agent with the AK-47.]]&lt;br /&gt;
[[File:MGS3AK47KGB2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:MGS3AK47KGB3.jpg|thumb|600px|none|Close up.]]&lt;br /&gt;
[[File:MGS3AK47GRU.jpg|thumb|600px|none|A GRU soldier at Groznyj Grad with his AK-47.]]&lt;br /&gt;
[[File:MGS3AK47GRUSquad.jpg|thumb|600px|none|A squad of GRU soldiers fire their AK-47s in full-auto at an escaping Big Boss and Eva during the game's motorcycle chase sequence at Groznyj Grad. Despite the fact that they are speeding away in a straight line from this squad, none of their bullets find their marks.]]&lt;br /&gt;
&lt;br /&gt;
== AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The [[AMD-65]] is a Hungarian-made assault rifle based off of the [[AK-47]] used by the Ocelot Unit. Like the Makarov it is unavailable to the player. According to SIGINT, the Ocelot Unit's AMD-65s were prototypes that were shipped to the Soviet Union for testing.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|450px|AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AMD.jpg|thumb|600px|none|An Ocelot unit soldier with the AMD-65, being held hostage by Big Boss before promptly being slammed to the ground with a CQC move.]]&lt;br /&gt;
[[File:MGS3AMD-63(2).jpg|thumb|600px|none|An Ocelot Unit soldier with the AMD-65.]]&lt;br /&gt;
[[File:MGS3AMD-63.jpg|thumb|600px|none|Another Ocelot Unit soldier with an AMD-65, on the left.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The Boss' signature weapon is the &amp;quot;Patriot,&amp;quot; seemingly a cut-down [[M16A1]] fitted with an anachronistic Beta C-Mag carrying infinite ammunition (claimed to be from its &amp;quot;feed mechanism&amp;quot; being in the shape of an infinity symbol), with no buttstock or front sight, and has the addition of a short, smooth handguard and a muzzle brake. It is partially inspired by the real-life [[M231 Firing Port Weapon]], which was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M231 as an assault rifle. It is not completely based on an M231, due to the presence of a forward-assist and a rear sight which actual M231s do not have.&lt;br /&gt;
&lt;br /&gt;
The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Big Boss' infiltration vehicle with sustained fire; the fired bullets tumble end-over-end, a term called &amp;quot;keyholing﻿&amp;quot;, as they exit the barrel, and at least one actually exits the barrel facing backwards(!), the severe keyholing seems to imply that the weapon's barrel lacks rifling. ﻿The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save. &lt;br /&gt;
&lt;br /&gt;
The game also classifies the Patriot as an &amp;quot;assault pistol&amp;quot; (possibly a mistaken fusion of the terms &amp;quot;assault rifle&amp;quot; and &amp;quot;machine pistol&amp;quot;) when in fact, its caliber makes it an ultracompact carbine despite its resemblance to various real-life &amp;quot;AR pistols&amp;quot; (AR-15s cut down and/or possessing modified actions to fire from barrel lengths of 10 inches or less, and often lacking buttstocks). Another possible reason that the Patriot was classified as a type of pistol is the fact that The Boss always fires it one-handed like an oversized handgun, but Big Boss for his part puts his offhand on the weapon's handguard instead. Big Boss can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. Despite SIGINT describing the Patriot's recoil as &amp;quot;unbelievable,&amp;quot; it is depicted as having no muzzle climb even when fired in full-auto by either The Boss or Big Boss.&lt;br /&gt;
&lt;br /&gt;
The Patriot has a few additional properties unique to it in this game. When used by The Boss in her own boss fight, she becomes immune to anything Big Boss can throw at her if she is firing the Patriot directly at him, necessitating that the player either catch The Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable. Befitting its status as a bonus weapon, it can also be implausibly used to take down in-game helicopters (a feature not carried over to [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the next MGS game]]). To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Big Boss to fire the Patriot's final in-game shot. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:Mgs313.jpg|thumb|none|600px|The Boss firing her &amp;quot;Patriot.&amp;quot;]]&lt;br /&gt;
[[File:MGS3Patriot.jpg|thumb|none|600px|Another angle of the same scene. Note the tumbling bullets.]]&lt;br /&gt;
[[File:MGS3M231.jpg|thumb|none|600px|Right before the final battle The Boss holds her unloaded &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
[[File:MGS3M231Load.jpg|thumb|none|600px|The Boss loads her &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
The [[M16A1]] appears as the &amp;quot;XM16E1&amp;quot;. It is chambered in 5.56x45mm NATO, has a 20-round magazine, and semi-burst-auto fire modes, which The Boss and Sigint both suggest was done in the field by a gunsmith after the rifle reached Vietnam. It can be distinguished from a real XM16E1 by the full fencing on the lower receiver and birdcage flash hider. It also has a heavier profile barrel like the Model 611 M16A1, but this is likely just a coincidence rather than a deliberate choice. It can be obtained in both the Virtuous Mission and Operation Snake Eater, meaning at least two such rifles found their way to Russia. It can also be fitted with a suppressor. It is not used by any NPCs in the singleplayer game. The in-game version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat, and thus is the only weapon with its own camouflage. Like the AK-47, players can use the iron sights of this assault rifle, but unlike the AK, there's a slight zoom effect when doing so. This weapon was available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm.  What distinguishes it from the original M16 was the addition of a raised rib around the magazine release button, changing of the forward Receiver pins, and the addition of the forward assist button on the upper receiver.]]&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|400px|XM16E1 rifle with 20 round magazine for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3XM16E1.jpg|thumb|600px|none|The XM16E1 ingame. Note full-fence lower and A1 birdcage flash hider.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sniper Rifles in the game's singleplayer mode have a degree of &amp;quot;scope glint&amp;quot; that can give away the user's location (when used by NPCs) or alert NPCs to the player character's general location under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip. This weapon was available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters, even though there is no way to fit a suppressor to the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
If contacted while Big Boss is holding the rifle, SIGINT will speculate that the skeleton stock and pistol grip were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. SIGINT also advises Big Boss to go for &amp;quot;One shot, one kill&amp;quot; due to the bolt-action nature of the rifle, in spite of the fact that its tranquilizer ammunition makes it incapable of directly killing NPCs. Contrary to SIGINT's advice, the Mosin Nagant's lengthy reload animation can be bypassed by quickly unequipping and re-equipping it, like every other firearm in this game. &lt;br /&gt;
&lt;br /&gt;
Besides The End's Mosin Nagant, non-sniper versions of the rifle (presumably unmodified) also briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on [http://www.youtube.com/watch?v=TTClok-ujMM actual footage] of the May Day parades on Red Square.&lt;br /&gt;
&lt;br /&gt;
[[File:M9130.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[File:MGS3MosinNagant.jpg|thumb|none|600px|Mosin Nagants seen in the footage.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd.jpg|thumb|none|600px|The End takes aim with his Mosin Nagant.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd3.jpg|thumb|none|600px|A third view. Note that The End's age spots had disappeared due to photosynthesis earlier.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd4.jpg|thumb|none|600px|The End taking aim while kneeling.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
Another sniper rifle in the game is the [[SVD Dragunov]], which had only just begun serial production in the game's timeframe, a possible sly nod to the rare PSG-1 used in MGS1. It has two zoom options, and be seen being used by a member of the Ocelot Unit during an ambush shortly after Big Boss meets Eva, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semi-automatically, and for some reason is shown to have no recoil-caused muzzle jump if Big Boss' stamina is high when firing, nor even barrel sway when aiming in this condition; this is unlike MGS2, where sniper rifles often swayed a great deal unless a certain item was used. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|600px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:MGS3SVDModel.jpg|thumb|none|600px|SVD in the game.]]&lt;br /&gt;
[[File:MGS3SVD.jpg|thumb|none|600px|Big Boss, assisted by Eva, aims his SVD Dragunov at some C3 charges mounted on a bridge.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
The light machine gun configuration of the modular [[Stoner 63]] weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Big Boss yells Rambo-style while firing it. It is available in multiplayer, but only as a pick-up weapon (i.e., it is not a weapon the player character can spawn in with). The weapon's iron sights cannot be used. The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Big Boss is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable (if noisy) asset during that portion of the game. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|400px|Stoner 63A, Commando configuration (designated Mk 23 Mod 0 by the US Navy SEALs) - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3Stoner63Model.jpg|thumb|none|600px|Stoner 63 in the game.]]&lt;br /&gt;
[[File:MGS3Stoner63.jpg|thumb|none|600px|An Ocelot unit member with the Stoner 63 while Big Boss takes him down.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades= &lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet Grenade==&lt;br /&gt;
&lt;br /&gt;
A fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for three types of in-game grenade: Chaff, Stun and Smoke.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, and to fool the guidance systems of guided missiles fired at Big Boss. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. They are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. In-game, they are stated to have been developed by the Soviets. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Smoke grenades are implied to have been developed by the Soviets in Tselinoyarsk (this is not really something that needed explaining since smoke grenades were common in World War 2) and according to SIGINT use a combustion agent combining zinc oxide, ammonium chloride (which is wrong, ammonium chloride is a product of the reaction, the base material is usually hexachloroethane), aluminum and &amp;quot;some other stuff,&amp;quot; and releases a grayish-white smoke. It also has a tear-gas like effect on enemy soldiers and attack dogs: this is accurate, since the smoke from such grenades includes toxic zinc chloride, a skin and eye irritant and severe respiratory irritant. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5 hand grenade]]s. They are used by GRU soldiers, and can also be obtained by Big Boss in various areas in the game. The Pain also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location (shooting them while they are held aloft by his bees will cause them to prematurely detonate). They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:MGS3RGD5.jpg|thumb|none|600px|The RGD-5 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M15 White Phosphorus Grenade==&lt;br /&gt;
The body of the game's &amp;quot;WP grenade&amp;quot; appears to be based on the American [[M15 White Phosphorous grenade]], the WW2-era precursor to the more familiar [[M34 White Phosphorous grenade]], fitted with the same Soviet UZRGM fuze as the other grenade types.&lt;br /&gt;
&lt;br /&gt;
The in-game depiction is extremely unrealistic with the M15 basically filled with magic set-people-on-fire powder: it hardly produces any smoke (the real device was designed primarily for use as a smoke grenade), and unlike real WP smoke, the smoke the in-game grenade produces does not block thermal vision in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
[[Image:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|250px|'''Replica''' M15 white phosphorous grenade]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive &amp;quot;Shagohod&amp;quot; vehicle, which is only vulnerable to fire from heavy weapons. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon the player character can spawn in with. Snake also uses the RPG-7 in a cutscene during the escape from Groznyj Grad.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MGS3RPG7Model.jpg|thumb|none|600px|The RPG-7 in game.]]&lt;br /&gt;
[[File:MGS3RPG7.jpg|thumb|none|600px|Big Boss aims the RPG-7 in the finale.]]&lt;br /&gt;
[[File:MGS3RPG7Warhead.jpg|thumb|none|600px|The warhead in flight.]]&lt;br /&gt;
[[File:MGS3RPG7Empty.jpg|thumb|none|600px|Big Boss strikes a pose with an empty RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle/Platform-mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==130mm M-65 rifled gun L/60==&lt;br /&gt;
&lt;br /&gt;
The 130mm M-65 rifled gun L/60 is mounted onto at least 6 Obyekt 279s (spelled &amp;quot;Objekt 279s&amp;quot;) seen in-game. However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on all the Mi-24A  helicopters in the game. Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[File:Afanasev A-12.7.jpg|thumb|none|450px|Afanasev A-12.7 mounted on a Mi-4A helicopter -  12.7x108mm]]&lt;br /&gt;
[[File:MGS3HindAYak-B.jpg|thumb|none|600px|The Mi-24A with the A-12.7.]]&lt;br /&gt;
&lt;br /&gt;
== DShK == &lt;br /&gt;
&lt;br /&gt;
Able to commandeered by the player, [[DShK heavy machine gun]]s are found throughout the game. Two remote-controlled DShKs are mounted on Volgin's &amp;quot;Shagohod&amp;quot; hovertank-thing, and Volgin uses them if he's not using the central volley gun in the &amp;quot;mouth&amp;quot; of the Shagohod. In the cutscene where Snake and EVA make it to the runway on Groznyj Grad, Volgin decides he hasn't been evil enough yet and uses the Shagohod's weaponry to fire at his own troops.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|Russian DShK 38/46 - 12.7x108mm]]&lt;br /&gt;
[[File:MGS3DShK.JPG|thumb|none|600px|A mounted DShK.]]&lt;br /&gt;
[[File:MGS3DShKShagohod.jpg|thumb|none|600px|The DShk mounted on the Shagohod.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[ZU-23-2|ZU-23-2]] is a 23mm Soviet anti-aircraft gun. They can be commandeered by Big Boss and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 Anti-Aircraft gun - 23x152mm]]&lt;br /&gt;
[[File:MGS3ZU-23.jpg|thumb|none|600px|The ZU-23-2 behind Eva.]]&lt;br /&gt;
&lt;br /&gt;
==M1931 Field Gun==&lt;br /&gt;
&lt;br /&gt;
A battery of Soviet M1931 field guns is seen in a cutscene describing The Boss's &amp;quot;involvement&amp;quot; in &amp;quot;The Bay of Pigs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:M1931 Field Gun.jpg|thumb|none|450px|Soviet M1931 (A19) field gun displayed in Hämeenlinna Artillery Museum, Finland - 122mm]]&lt;br /&gt;
[[File:MGS3UnknownAAGun.jpg|thumb|none|600px|Stock film shows a battery of Soviet M1931 field guns firing, most likely during either World War 2 or in Cuba.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==C3==&lt;br /&gt;
The predecessor to the C4 used in other games. Composition 3 is a real military explosive composed of 77% RDX and 23% plasticizer: like C4, it can be molded into any shape, and is stable enough to not be detonated by gunfire. Big Boss uses it to destroy the Shagohod's hangar, and it is likewise used by Eva to rig the rail bridge out of Groznyj Grad to deter pursuit. In the latter case, it is also implied that the C3 contains some type of shock-sensitive tamper-resistant fuze, such that it will explode if fired on or even touched in any way.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3C3Block.jpg|thumb|none|600px|A block of C3.]]&lt;br /&gt;
[[File:MGS3C3Heart.jpg|thumb|none|600px|Eva makes a heart made of C3.]]&lt;br /&gt;
[[File:MGS3C3.jpg|thumb|none|600px|The C3 being planted on the liquid rocket fuel tanks of the Shagohod's hangar.]]&lt;br /&gt;
[[File:MGS3C3Butterfly.jpg|thumb|none|600px|The final block of C3 molded into the shape of a butterfly, just before Big Boss slams it onto the timer of the bomb. While he doesn't have a personal timepiece to keep track of the remaining time on the bombs (unlike Raiden of [[Metal Gear Solid 2]]), he does have some supernatural help telling him just how much time he has left before detonation. The butterfly-C3 also appears in Super Smash Bros Brawl.]]&lt;br /&gt;
[[File:MGS3C3Pack.jpg|thumb|none|600px|The pack of C3 on the bridge.]]&lt;br /&gt;
&lt;br /&gt;
== Big Joe 5 and Little Joe Crossbows ==&lt;br /&gt;
&lt;br /&gt;
The Fear uses a pair of crossbows, at least once of which has bolts laced with the venom of the Brazilian Wandering Spider, often said to be the most fearsome spider venom in the world. The &amp;quot;William Tell&amp;quot; is a &amp;quot;Big Joe 5&amp;quot; crossbow (some sources indicate this may have been a real nickname of the Big Joe 5) while the &amp;quot;Little Joe&amp;quot; uses its real name. Both were developed by the OSS during World War II, the &amp;quot;Big Joe 5&amp;quot; being intended for use at up to 200m while the &amp;quot;Little Joe&amp;quot; was a smaller device intended for eliminating sentries silently, for usage by the British military. The Big Joe 5 was only produced in very limited quantities, while the Little Joe never underwent production at all; surviving crossbows are rare, and the darts even rarer. Neither crossbow is ever available to the player. Ocelot later uses the Little Joe to threaten Tatyana, in a scene Big Boss can watch by spying on them in Groznyj Grad from a mountaintop.&lt;br /&gt;
&lt;br /&gt;
[[Image:BJ5.jpg|thumb|400px|none|Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:Little Joe Crossbow.jpg|thumb|none|400px|Little Joe crossbow.]]&lt;br /&gt;
[[File:MGS3FearCrossbow.jpg|thumb|none|600px|The Fear with his &amp;quot;William Tell&amp;quot; Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:MGS3FearsCrossbow2.jpg|thumb|none|600px|The Little Joe on the ground.]]&lt;br /&gt;
[[File:MGS3FearsCrossbowSpin.jpg|thumb|none|600px|Ocelot spins the Little Joe.]]&lt;br /&gt;
[[File:MGS3CrossbowBoltCloseup.jpg|thumb|none|600px|The bolt of the Little Joe.]]&lt;br /&gt;
&lt;br /&gt;
== The Fury's Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
During The Fury's boss battle, he uses a custom flamethrower which appears to be a highly reworked version of the German [[Flammenwerfer 41]]. According to SIGINT, The Fury's flamethrower uses UDMH (unsymmetrical dimethylhydrazine) and NTO (nitrogen tetroxide), a rocket fuel mixture, rather than the usual incendiary liquids used in flamethrowers. Since UDMH / NTO burns at about 3,000 degrees, firing the weapon once in a confined space should probably have killed both The Fury and Big Boss, The Fury twice over since it would fire him violently backwards ''because he is holding a rocket''. Luckily, The Fury does not seem to realise that both chemicals are ridiculously toxic if inhaled and if he just sprayed one fuel tank into the air of the enclosed room they are in, Big Boss would at least be incapacitated, if not killed outright.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|400px|Flammenwerfer 41 flamethrower]]&lt;br /&gt;
[[File:MGS3FuryFlamethrower.jpg|thumb|none|600px|&amp;quot;Everyone calls me Ben for some reason, can't they see my name is Ned?&amp;quot;]]&lt;br /&gt;
[[File:MGS3FuryFlamethrowerTanks.jpg|thumb|none|600px|The flamethrower tanks on The Fury's back. The yellow flames are certainly not implying the kind of heat his weapon would generate; the jet should look like he is pumping out burning magnesium.]]&lt;br /&gt;
&lt;br /&gt;
==Lipstick Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kiss of Death&amp;quot; is based on a KGB-issue 4.5mm single-shot pistol disguised as lipstick, one example of which was captured in West Berlin at an American checkpoint during the Cold War. In Tatyana's first appearance during the Virtuous Mission, Volgin forcibly confiscates the kiss of death from her when he notices her reaching for it, thus resulting in them suspecting she was KGB, although Volgin gives it back to her anyway, thinking she'll prove useful. Tatyana is implied to be using one when she attempts to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. She later tries to use the real one from earlier against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it. &lt;br /&gt;
&lt;br /&gt;
There were originally going to be more espionage devices in ''Snake Eater'' besides the Kiss of Death, the chloroform-laced handkerchief, and the Cigarette Narcosis Gun (a disguised chemical dispenser that sprays knockout gas a short distance), but these plans were dropped after the Beltway Sniper shootings forced Kojima and his team to abandon going to the International Spy Museum to research more on spy devices used during the Cold War.&lt;br /&gt;
&lt;br /&gt;
[[Image:KissofDeath.jpg|thumb|none|400px|&amp;quot;Kiss of Death&amp;quot; KGB lipstick gun at the International Spy Museum - 4.5mm]]&lt;br /&gt;
[[File:MGS3KissofDeath.jpg|thumb|none|600px|Colonel Volgin inspects the Kiss of Death after taking it from Tatyana shortly after the Virtuous Mission fails.]]&lt;br /&gt;
&lt;br /&gt;
== MON-50 anti-personnel mine ==&lt;br /&gt;
&lt;br /&gt;
These camouflaged landmines are occasionally encountered in the jungle. They are triggered by Big Boss' proximity to their frontal arc rather than through a trip wire or command detonation through a wire as in the real life version. They can be found using a mine detector (which uses a sound beacon) or seen easily through Big Boss' thermal goggles (the latter being a gameplay mechanic inherited from previous games). The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk after they stole several copies from American stores. Several claymores are also placed in Bolshaya Past South to further deter intruders. As with their incarnation in MGS2, placing MON-50 mines while holding down the &amp;quot;fire&amp;quot; button will outline (in red laser light) the mine's trigger zone. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Although the mines are explicitly referred to as &amp;quot;Claymores&amp;quot; in-game, the weapon bears a stronger resemblance to the MON-50 anti-personnel mine. Humorously, Sigint, when called about the weapon, alludes to the MON-50's development (it entered service the year after the game takes place) by mentioning that the Russians will soon develop &amp;quot;Claymoreski mines&amp;quot; since the Claymore's design is extremely easy to replicate.&lt;br /&gt;
&lt;br /&gt;
[[File:MON-50.jpg|thumb|none|250px|MON-50 anti-personnel mine]]&lt;br /&gt;
[[File:MGS3Claymore.jpg|thumb|none|600px|MON-50 in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
The [[M2 Flamethrower]] appears in the game and is used by several specially-suited GRU flame troopers on the Krasnogorje mountain in Tselinoyarsk. While unavailable to the player in the singleplayer portion of the game, it is available to as a pick-up weapon in the multiplayer mode, and has infinite ammunition there. Somewhat unrealistically, shooting the fuel tanks on the backs of the GRU flame troopers in singleplayer with a lethal weapon will immediately cause them to be engulfed in a ball of fire, although SIGINT implies in a radio conversation that they had their fuel tanks self destruct upon defeat in order to avoid capture. In addition, the same radio conversation also reveals that they had procured the flamethrowers from American forces for study purposes, and that the GRU flame troopers were most likely planning to use the flamethrowers specifically against Big Boss, implying that they were doing so under Volgin's orders because he wanted revenge against Big Boss for killing off three of the Cobra Unit members by that point (or if the player kills more soldiers, doing it on their own volition to avenge their comrades). &lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|250px|M2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==M28 Davy Crockett Weapon System==&lt;br /&gt;
&lt;br /&gt;
The M28 version of the [[Davy Crockett Weapon System]], a tactical nuclear recoilless gun, is a key plot device. Neither the launcher nor its ammunition are ever made available to the player.&lt;br /&gt;
&lt;br /&gt;
At the end of the Virtuous Mission, The Boss is seen with a launcher and one fictional (though not physically impossible; see below) high-yield warhead, and promptly gives them to Colonel Volgin as a &amp;quot;gift&amp;quot; for her &amp;quot;new hosts.&amp;quot; Volgin then uses it to destroy Nikolai Sokolov's OKB-754 research facility, by firing it in the most ill-advised manner possible. The resultant nuclear detonation triggers the events of Operation Snake Eater. The Boss later duplicates Volgin's feat by firing the second warhead (again, by hand, and even though she only had one warhead during the handover) to obliterate Groznyj Grad and Graniny Gorki. &lt;br /&gt;
&lt;br /&gt;
In reality, the launcher, the warhead and their cases would weigh somewhere in the region of {{convert|lbs|300}}, but both The Boss and Volgin are depicted in the game as being able to carry this entire load unassisted. The director's commentary for the game indicated that this was deliberate in order to showcase The Boss's physical strength. The real-life Davy Crockett's warheads were also fairly anemic for nuclear weapons, providing the explosive power of just 10-20 tons of TNT (in fact the warhead's primary damage mechanism would be radiological, from the ionising radiation and fallout), as higher-yield warheads would catch anyone firing the weapon in the blast radius given the weapon's limited range of 2 km for the M28 version and 4 km for the M29 version. The game handwaves the unrealistically massive destruction caused, by having SIGINT claim that the warheads used were experimental models with a higher yield than regular Davy Crockett warheads; this is not actually impossible, since the W54 warhead used by the Davy Crockett was also used by the Mk 54 Special Atomic Demolition Munition, which had a yield of up to one kiloton. The game also implies that the blast radius was at least three miles (or that the wind carried fallout that far), as Volgin's usage of the Davy Crockett in the Virtuous Mission was mentioned to have caused nuclear fallout at Rassvet potent enough that none of Volgin's forces could go there unprotected, when the briefing made clear that Tselinoyarsk was three miles west of the Sokolov Design Bureau. This is more than a little unlikely, since if the weapon had a vastly higher yield than normal while being the same size, there would be less highly radioactive unreacted material to scatter as fallout.&lt;br /&gt;
&lt;br /&gt;
Of more immediate concern is that launcher is shown launching warheads as if they are self-propelled, which Davy Crockett warheads are not: instead, a propelling charge about the size of a LAW rocket launcher has to be inserted into the barrel, followed by a &amp;quot;launching piston&amp;quot; which transfers the force of the explosive to the projectile. Without this charge, the nuke would not leave the barrel of the launcher. Though the warhead is only armed by firing, it requires the setting of a timer safety dial on the base of the round to actually function; no character is ever shown setting this, and unless the timer was set to at least one second the warhead would never arm. In addition, firing the launcher in reality required the use of a triggering device linked to a cable that unwound from the back of the loaded launcher, with the device having no actual trigger of its own.&lt;br /&gt;
&lt;br /&gt;
The real-life Davy Crockett was also inaccurate in testing and required the use of a spotting rifle to put its warheads on target, along with a tripod mount to offer a stable firing platform and the ability to precisely adjust the weapon's trajectory. Neither of these components are used by Volgin or The Boss. Though Volgin's case might be forgiven as an unlikely case of &amp;quot;point shooting&amp;quot; with the launcher tube and the fact that his target was visible to him, The Boss manages to place the warhead in the precise area necessary (via a ballistic, non-line-of-sight trajectory, no less!) to destroy both Graniny Gorki and Groznyj Grad, with no sign of having dialled in the correct trajectory beforehand (as that would require spotting shots and the tripod mount).&lt;br /&gt;
&lt;br /&gt;
[[File:Davy Crockett Nuke.jpg|thumb|none|400px|M-388 Davy Crockett nuclear projectile (W54 warhead) on M28 launcher - 120mm with 20mm spotting rifle. The version in the game has the 20mm spotting rifle (which had to use depleted uranium rounds to match the warhead's trajectory) misplaced and used as a carry handle.]]&lt;br /&gt;
[[File:MGS3Davy.jpg|thumb|none|600px|The two pieces of the Davy Crockett.]]&lt;br /&gt;
[[File:MGS3DavyWarhead.jpg|thumb|none|600px|The warhead. Oddly, despite it being repeatedly stated later on that The Boss stole ''two'' warheads and the second one being used, there is only one when the launcher is handed over.]]&lt;br /&gt;
[[File:MGS3DavyLanucher.jpg|thumb|none|600px|The launcher tube, minus the tripod mount needed to provide a stable firing platform.]]&lt;br /&gt;
[[File:MGS3DavyBlackblast.jpg|thumb|none|600px|The backblast from firing. It's a miracle that it didn't kill everyone on the chopper.]]&lt;br /&gt;
[[File:MGS3-DavyCrockett-Snake.jpg|thumb|none|600px|In ''Subsistance'''s Secret Theater short &amp;quot;The Ultimate Weapon&amp;quot;, The Boss loses a game of rock-paper-scissors to Snake and clearly takes it ''waaaay'' too hard.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
&lt;br /&gt;
Big Boss can find and attach TNT bundles on various surfaces (even on the backs of wandering enemies) for explosive detonation via radio trigger. They can also be used to demolish ammunition and food storage areas, causing guards to become hungry, slower to react, easier to knock out via CQC attacks, and to run out of ammunition faster. They can also be used to save some trouble later on by blowing up a Mil Mi-24 Hind A that was being parked at the Bolshaya Past base for maintenance.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3TNT.jpg|thumb|none|600px|The TNT in game.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia: Plausibility and Practicality of the Shagohod==&lt;br /&gt;
In real life, the Shagohod's Phase 2 as a concept would not be feasible at all, as firing a missile from a Shagohod-like launcher would have an utterly negligible impact on the overall velocity of the missile: starting from 300 miles per hour instead of 0 means very little when the weapon has to accelerate to around 14,000 miles per hour, and would certainly not save enough fuel to almost double the weapon's range. In addition, the guidance of ballistic missiles is inertial, based on a known starting location, and launching it at speed and at a non-vertical angle could not be done with the missile's existing guidance system.  Finally and most obviously, Shagohod is said to fire the SS-20 &amp;quot;Sabre&amp;quot; IRBM, a weapon that would not be deployed until 1976. SS-20 appears to have been used because the equivalent period missiles, SS-4 Sandal and SS-5 Skean, used gantry launchers rather than a launch tube and were liquid-fueled, and thus would probably look rather silly on the Shagohod.&lt;br /&gt;
&lt;br /&gt;
There are also several other problems to take into account for the Shagohod itself. Firstly, fundamentally the Shagohod would be detectable by satellites. The script ignores that all weapon systems have a logistical footprint, and the more high-tech, the bigger it is. A Shagohod would need specialised vehicles to fuel, maintain, tow and transport it, storage facilities for dangerous hypergolic rocket fuels, stockpiles of spare parts, workshops, support crew housing, communications to pass it targeting information, and so on. In addition, the vehicle needs a three-mile runway pointing roughly towards its target, and since it pulls itself with augers it would probably need either a special surface or to re-surface the runway every a vehicle made a launch run.&lt;br /&gt;
&lt;br /&gt;
In addition military vehicles cannot run 24/7; usually a significant percent of vehicles will not be available for operation at any given time because they are undergoing routine maintenance or being repaired. With something as complex and cutting-edge as the Shagohod having 25% of vehicles operational would be pretty impressive, which would mean multiple vehicles would be needed. Assuming this availability level, an operational Shagohod battery would probably consist of four or more likely five vehicles to ensure there was one ready-to-go when a launch order came. Needless to say, this would require an entire purpose-built complex that any idiot could find.  These extreme requirements would also preclude Volgin's plan to export the vehicle as a means of nuclear proliferation, since few client states would have the ability to maintain such a facility.&lt;br /&gt;
&lt;br /&gt;
Crew training would also be an issue; with a normal ballistic missile a launch drill can be run without ever opening the silo doors, but a drill run with a Shagohod would look exactly like a real launch to anyone observing. A satellite would be able to spot the rocket exhaust from the vehicle itself, and there would be no way of knowing if it was going to launch a warhead on this run or not unless the entire launch tube had been removed. &lt;br /&gt;
&lt;br /&gt;
Additionally, the US and Soviet Union in real life had systems exactly like what the Shagohod is meant to represent already, respectively  the Polaris and SS-N-5 SLBMs, which had been around since 1960 and 1963. Ballistic missile submarines do not need runways, can hide in about 70% of the Earth's surface and are much harder to detect. They fit into a role of nuclear deterrence called ''assured second strike'', the principle that even if the enemy manages a first strike, they will not be able to prevent a large-scale nuclear retaliation. Shagohod would only be dangerous if nobody knew what they were looking for, and would really only be good for one launch, ever, before it was relegated to the second strike role. &lt;br /&gt;
&lt;br /&gt;
The script also appears to be unaware that satellites and spyplanes were not the only system for detecting ICBM launches: the US had the RCA 474L Ballistic Missile Early Warning System (BMEWS), a network of 12 radar sites built from 1960-1964 and designed to provide a 15-25 minute warning of approaching missiles, more than enough time to order a counter-launch before impact. Moreover, the Soviets knew this, since data on the system had been leaked in 1961, so Volgin would probably have ended up cancelling the first-strike focused Shagohod himself.&lt;br /&gt;
&lt;br /&gt;
One possibly-intentional point of realism, though, is that the Shagohod's development (as a mobile land launch system) in 1964 ''is'' in line with period Soviet missile doctrine: the R-9 missile (one of two ICBMs identified as SS-8 Sasin) was originally intended to be a mobile system to thwart a first strike against Soviet silo complexes by NATO (though using wheeled launcher trucks instead of a hovercraft-thing): this was changed to a dual project developing silo-launched and mobile versions, but the mobile version never achieved the desired mobility and that part of the project was ultimately scrapped.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1398098</id>
		<title>Metal Gear Solid 3: Snake Eater</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_3:_Snake_Eater&amp;diff=1398098"/>
		<updated>2021-02-11T18:38:24Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Shansi Type 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 3: Snake Eater&lt;br /&gt;
|picture = Metal_Gear_Solid_3_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2004&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 2&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Nintendo 3DS&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Stealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 3: Snake Eater''''' is a 2004 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. A prequel to ''[[Metal Gear Solid]]'' and ''[[Metal Gear Solid 2: Sons of Liberty]]'', this game takes place in the year 1964, and focusses on the Cold War exploits of Big Boss, a significant character in the Metal Gear series' backstory who had thus far not been a playable character. In a nod to the game's era and spy-thriller nature, several nods to the 1960s [[James Bond]] films can be seen in the game. &lt;br /&gt;
&lt;br /&gt;
The game's story opens with Big Boss (referred to by his codename &amp;quot;Naked Snake&amp;quot; at this point in the series' timeline) performing a HALO jump into a fictional Soviet wilderness area named &amp;quot;Tselinoyarsk&amp;quot; (Cyrillic: Целиноярск or &amp;quot;The Virgin Cliffs&amp;quot; in English) to extract a defecting Soviet scientist by the name of Dr. Nikolai Sokolov who is working on a new superweapon platform in a nearby Soviet base, in an operation called the Virtuous Mission. However, a series of extreme events causes the Virtuous Mission to fail, and Big Boss is sent to Tselinoyarsk a second time to perform &amp;quot;Operation Snake Eater.&amp;quot; His objectives this time are to destroy the new Soviet superweapon, known only as the &amp;quot;Shagohod,&amp;quot; rescue Sokolov, and kill a traitor to both him and the United States. &lt;br /&gt;
&lt;br /&gt;
An updated re-release of ''Metal Gear Solid 3'' with the subtitle of ''Subsistence'' was the first of the non-portable ''Metal Gear'' titles to feature online multiplayer in a separate mode named '''''Metal Gear Online'''''. It was only online for a year after the release of ''Subsistence'' in each region, and each multiplayer weapon's description is accurate at the moment that Metal Gear Online was shut down. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the video game ''Metal Gear Solid 3: Snake Eater.'' Unless otherwise noted, each weapon is only available in the singleplayer portion of the game:''' &lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
&lt;br /&gt;
In a break from its predecessors, ''Metal Gear Solid 3'' (MGS3) was the first in the ''Metal Gear'' series to use more than a single lifebar for the player character. A new stamina meter, previously only seen on boss characters in ''[[Metal Gear Solid 2]]'' (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. A low stamina meter would cause a great deal of &amp;quot;aiming sway&amp;quot; when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. Bosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. The game also introduced a &amp;quot;backpack&amp;quot; system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous ''Metal Gear Solid'' titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). The backpack itself was represented by a small-of-back dump pouch attached to Big Boss' equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its in-game firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). Whether a particular in-game gun had usable iron sights is detailed in its own entry. &lt;br /&gt;
&lt;br /&gt;
Another new gameplay element is the inclusion of a fictional (and at times rather silly) hand-to-hand fighting style named CQC (or Close Quarters Combat) which includes actions like grappling an opponent or using one as a human shield while still using a gun, whereas in the previous ''[[Metal Gear Solid]]'' (MGS) titles, player characters were limited to preset hand-to-hand combos or hitting enemies with firearms, and to taking human shields while having no weapon equipped. CQC in this game was at its most effective when handguns or knives were equipped; player characters cannot grapple when long guns are equipped and will instead use them as improvised clubs. These knife-and-gun techniques were made up by the production team, and have no real equivalent in military close combat systems.&lt;br /&gt;
&lt;br /&gt;
Keeping with the &amp;quot;on-site procurement&amp;quot; gameplay mechanic of the previous MGS titles, it is not possible to obtain or use weapons dropped from enemies in-game (they will simply disappear, with absolutely no in-game explanation given this time as to why the player character can't simply commandeer them)--thus, the only obtainable weapons in this game those that are in storage or otherwise lying around the game's levels. Grenades held by NPCs are the only exception to this rule in singleplayer, and only when they they are looted from an NPC's dead or unconscious body, or if the player makes Big Boss hold up an enemy for his items (somewhat unrealistically, ammunition for weapons that NPCs are never seen using in-game can be taken from them this way). Weapons could, however, be freely looted from other player characters in the game's multiplayer mode. &lt;br /&gt;
&lt;br /&gt;
Finally, stealth in MGS3, taking place as it does largely in outdoor environments, is focused around the use of camouflaged clothing and face paint to match Big Boss' surroundings, unlike the previous MGS games which were centered more around staying outside of the vision range of enemies, making a minimum of noise, and sneaking behind cover rather than any sort of camouflage (a gameplay mechanic inherited from the earlier 2D titles in the ''Metal Gear'' series). Despite the fact that almost all weapons in this game don't come with camouflage of their own, they will not compromise Big Boss' camouflage unless fired or used (with the exception of the in-game sniper rifles).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
'''Note:''' With the exception of the Single Action Army, all in-game handguns available to the player can be used while simultaneously taking a character hostage--the handgun in question can then be used to fire at hesitant enemies until it runs out of ammunition (a feature this game introduced to the MGS series), whereupon the player character will have to release the hostage to reload the handgun or switch to another weapon. The only exception to this rule is if the player holds a scientist hostage in front of enemy soldiers, as the soldiers will fire on Snake regardless of the danger posed to the scientist. One of the interrogation responses against the soldiers implies that the reason why this instance fails is because the soldiers do not get along with the scientists and thus have no qualms with killing them when held hostage by an enemy.&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;]] (a Navy-modified Smith &amp;amp; Wesson Model 39) handgun appears in the game upgraded as the &amp;quot;MK22 Hush Puppy&amp;quot; tranquilizer gun, a non-lethal option compared to the [[M1911A1]]. It can be fitted with a suppressor. The Hush Puppy in the game fires fictional 9mm tranquilizer rounds which, as usual in fiction, are always a perfect dose of anesthetic. As with the real-life gun, it has a slide locking mechanism to eliminate the sound of the weapon cycling after each fired round, which cannot be disengaged. It has a magazine capacity of 8 rounds, and is also available in multiplayer. Snake initially lost the Mk 22 when confronting The Boss on the Dolinovodno bridge late into the Virtuous Mission, but receives another one from EVA when meeting with her during Operation Snake Eater. Her dialogue when giving the Mk 22 to Snake implies it is the same one Snake lost on the previous mission.&lt;br /&gt;
&lt;br /&gt;
[[File:MK 22 MOD 0 suppressor attached.jpg|thumb|350px|none|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor attached - 9x19mm]]&lt;br /&gt;
[[Image:Mgs3mk22.jpg|thumb|600px|none|Mk 22 Mod 0 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[Image:Mgs31.jpg|thumb|600px|none|Big Boss holding his Mk 22]]&lt;br /&gt;
[[File:MGS3Mk22.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:MGS3Mk22Close.jpg|thumb|600px|none|Closeup on the Mk 22.]]&lt;br /&gt;
[[File:MGS3Mk22Closer.jpg|thumb|600px|none|Nice shot of the Mk 22.]]&lt;br /&gt;
&lt;br /&gt;
== M1911A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#M1911A1|M1911A1]] is Big Boss' signature weapon in the game, it is chambered in .45 ACP and has a magazine capacity of 7 rounds. Big Boss initially uses a standard M1911A1 before it is dismantled by The Boss. After this, Snake receives a heavily-customized 1911 from Eva, who states it was probably captured from a US armory by the Russians, and probably belonged to an officer. The custom version has several professionally-done modifications including a polished feed ramp, polished slide flats, perfectly meshed slide, beveled magazine well, raised mag release, a skeleton hammer (referred to as a &amp;quot;ring hammer&amp;quot;), removed grip safety, three-dot combat sights with a raised front sight, stepping on the grip, front cocking serrations, and an extended thumb safety. Big Boss comments that this is the best gun he has ever used shortly before carving the wood grip panel to accommodate his knife. It can also be fitted with a suppressor via a threaded barrel. As with most of the other magazine-fed guns in the game, the extra round in the chamber is added after Big Boss does a &amp;quot;Tactical Reload&amp;quot; (via quickly unequipping and re-equipping the gun). This weapon is available in multiplayer, and is the only lethal pistol in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Snakematch.jpg|thumb|none|350px|Custom 1911 '''Airsoft''' &amp;quot;Snake Match&amp;quot;]]&lt;br /&gt;
[[File:MGS3M1911Dismantle.jpg|thumb|none|600px|The M1911A1 being dismantled by The Boss after she meets Big Boss on her horse. Note how the disassembly procedure - locking back the slide and removing the slide stop release - is that of a [[Browning Hi-Power]], not a supposedly GI 1911 with a two piece guide rod, which requires the barrel bushing be removed and the slide lined up to remove the slide stop (this is possible with a full length guide rod). When she throws away the slide, you can see the barrel still in place.]]&lt;br /&gt;
[[File:MGS3M1911Custom.jpg|thumb|none|600px|Big Boss' custom 1911 at the ready.]]&lt;br /&gt;
[[File:MGS3M1911Custom2.jpg|thumb|none|600px|Big Boss holds his custom 1911.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] is the sidearm of every enemy in the game, although it is never available to the player. The Makarov fires 9x18mm Makarov rounds from an eight-round magazine. Many officer-type NPCs patrolling indoor areas in the game have Makarovs as their main armament. &lt;br /&gt;
&lt;br /&gt;
The Makarov PM is most notably used by Major Ocelot during an ambush on the Virtuous Mission, when he spins it and effortlessly disposes of several KGB soldiers, one of which, in foreshadowing of his change in weaponry, was via ricochet shot. After trying what, according to Big Boss, is a Middle Eastern technique where you reflexively rack the slide to make sure there is a round in the chamber, despite it already being loaded, Ocelot causes a failure to feed jam. With the gun failing to go into battery, Big Boss ambushes him with CQC and subdues him easily. Big Boss tells him after that his techniques with the gun would be better suited for a revolver, which causes him to switch to the [[Colt Single Action Army]].&lt;br /&gt;
&lt;br /&gt;
According to Big Boss, Ocelot tends to twist his arm to absorb the recoil of the pistol, whereas a more stoic grip and stance would result in greater accuracy. SIGINT, however, theorizes (during a call to him after the encounter) that the jam was caused by a combination of the manual ejection, and the twisting action failing to provide enough resistance to cycle the slide correctly.&lt;br /&gt;
&lt;br /&gt;
Eva also possessed a Makarov during the ending, which she intended to use to kill Big Boss, but she never used it due to promising The Boss not to kill him.  In addition, Major Raikov always carried a Makarov on his person while doing rounds of the East Wing of Groznyj Grad as does Colonel Volgin. Although the player never actually uses the Makarov during gameplay, Big Boss himself used one once to hold Volgin up after disarming him, and also attempted to use it on The Boss, but the latter disarmed him before he could get the chance to do so.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm PM]]&lt;br /&gt;
[[File:MGS3Makarov.jpg|thumb|none|600px|As he is being confronted by KGB agents, Ocelot pulls out a Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov2.jpg|thumb|none|600px|Ocelot aims the Makarov PM.]]&lt;br /&gt;
[[File:MGS3Makarov3.jpg|thumb|none|600px|The Makarov in the air.]]&lt;br /&gt;
[[File:MGS3MakarovJam.jpg|thumb|none|600px|The Makarov jams, giving Big Boss a chance to attack.]]&lt;br /&gt;
[[File:MGS3MakarovVolgin.jpg|thumb|none|600px|After seeing through (or rather feeling through) Big Boss's disguise as Major Raikov, Volgin aims his Makarov at him, before deciding to shoot Sokolov in his knees for no reason other than that he can. This gives Big Boss the opening he needs to disarm Volgin.]]&lt;br /&gt;
[[File:MGS3MakarovToss.jpg|thumb|none|600px|When The Boss faces the imposter she is quickly able to disarm Big Boss of &amp;quot;his&amp;quot; Makarov (Actually Volgin's, as Big Boss disarmed him earlier) with CQC.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
The in-game [[Colt Single Action Army]] is a 6-shot single-action only revolver chambered for .45 Colt, and is reloaded manually, one round at a time (though it can still be reloaded instantly by unequipping and re-equipping it). To fire, the hammer must be cocked first (which is done if the player uses the gun's iron sights), or the gun can be rapidly fanned from the hip. The in-game version's advantage over the semi-automatic custom 1911 is that the SAA's bullets will commonly ricochet off walls and hit targets even if you miss (the ricocheting bullets tend to bounce at angles that will hit enemies even if this would be physically unlikely). Some dramatic license is taken with this; in real life, at more severe angles and distances (especially after multiple ricochets), the bullets would hit with stinging, but nonlethal force. &lt;br /&gt;
&lt;br /&gt;
Major Ocelot carries three of these revolvers as his signature weapons. After switching from his [[Makarov PM]], Ocelot carried a heavily-engraved nickel-plated SAA with black grips, but switched to three blued models after being told that the engraving offers no advantage as well as forgetting that his new weapon only carries six shots. Ocelot professionally spins two of them and also uses a cavalry stock he fits on the the heel of the grip to fire it like a carbine rifle. As a sign of his ability (or likely, his brashness), he keeps all six chambers on both guns loaded, risking an unintended discharge should he drop one of his guns or have the hammer fall due to one of his numerous trickshooting stunts, including juggling all three of his revolvers at several points in the game for the purpose of playing a version of Russian Roulette. Real SAA users would usually carry with the chamber under the hammer empty and make do with five rounds, since the SAA's hammer did not have a catch and could strike a primer if it fell on the hammer or if the hammer was hit.&lt;br /&gt;
&lt;br /&gt;
Ocelot's gun-twirling moves were later revealed to be the work of a Japanese actor named Tornado Yoshida, who was either motion-captured or used as an animation reference. A spoiler-heavy Youtube video of a side-by-side comparison of the two can be found [https://www.youtube.com/watch?v=Z1Bv9y1rnrY here].&lt;br /&gt;
&lt;br /&gt;
To show his enthusiasm for his new handguns (and to fit in with the love Ocelot had for them in the original ''[[Metal Gear Solid]]''), Ocelot is heard to quip about the &amp;quot;joy of reloading&amp;quot; whenever he does so, especially in multiplayer.&lt;br /&gt;
&lt;br /&gt;
While Ocelot is the main user of the SAA, The Boss for her part confiscates one of his three SAAs after he uses them to &amp;quot;test&amp;quot; Tatyana during Big Boss' torture sequence.  She then uses it to shoot Big Boss in the left thigh with a &amp;quot;special payload;&amp;quot; how her &amp;quot;special payload&amp;quot; could correctly chamber and fire in a gun she took on the spur-of-the-moment is not at all clear. Big Boss can then use the SAA from that point forward in the game, but can also access an SAA before this point in the story in a new game, if the final dual with Ocelot is done correctly. In this final duel, Ocelot loads one of his .45 Long Colt SAAs with the round he wears on a necklace, which he claims is the same 9mm Makarov round that jammed his gun the first time he met Big Boss: this appears to be inserted into some type of caliber adaptor around the base of the casing to make doing so possible. The potential issue with the front of the casing rupturing due to lack of support is rendered rather moot by the fact that, like the time when he said &amp;quot;no more tricks,&amp;quot; this is a trick.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only to the Major Ocelot special character. Unlike every other pistol available to player characters, the SAA cannot be used in conjunction with a knife for CQC techniques--it can only be used to pistol-whip other characters with the barrel in melee.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSAA Hidalgo.jpg|thumb|none|400px|Colt Single Action Army with 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt]]&lt;br /&gt;
[[Image:TheQuickandtheDeadCimmaronSAALMO.jpg|thumb|none|400px|Two heavily engraved nickel SAA revolvers, similar to the one Ocelot had before switching to 3 regular SAA revolvers.]]&lt;br /&gt;
[[File:MGS3EngravedSAA.jpg|thumb|none|600px|Ocelot aims his engraved SAA at Big Boss.]]&lt;br /&gt;
[[File:MGS3EngravedSAA3.jpg|thumb|none|600px|A close up of the engraved SAA's detail.]]&lt;br /&gt;
[[File:MGS3ColtSAA.jpg|thumb|none|600px|Ocelot aims his plain Colt SAA at Sokolov.]]&lt;br /&gt;
[[File:MGS3ColtSAAJugle.jpg|thumb|none|501px|Ocelot in the middle of juggling three SAA revolvers.]]&lt;br /&gt;
[[File:MGS3ColtSAADual.jpg|thumb|none|600px|'''Ocelot:''' ''Let me face him. I've been waiting for this moment... time to get &lt;br /&gt;
even!'' &amp;lt;br&amp;gt; Right before Big Boss' fight with Volgin, Ocelot wields two SAAs.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock.jpg|thumb|none|600px|Ocelot aims his Colt SAA with a stock attached. He later loses this particular SAA during the motorcycle chase sequence.]]&lt;br /&gt;
[[File:MGS3ColtSAA&amp;amp;Stock2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
== Shansi Type 17 ==&lt;br /&gt;
The Shansi Type 17, a Chinese copy of the [[Mauser C96]], is EVA's signature weapon, but it is never made available to the player. It is chambered in .45 ACP and has a 10-round capacity in its integral fixed magazine, which must be reloaded using stripper clips. She most notably uses it to shoot and kill several GRU soldiers near the beginning of Operation Snake Eater with a technique known as a &amp;quot;Bandit Shootin.&amp;quot; EVA loses this weapon when Ocelot knocks it from her hands while in a motorcycle chase.&lt;br /&gt;
&lt;br /&gt;
On a second playthrough, SIGINT explains the &amp;quot;Bandit Shooting&amp;quot; method during a radio call as a way of holding the gun sideways and using the recoil to create a horizontal sweep with the gun to clear a room, and questions where EVA is from.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|none|350px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[File:Mgs3 type17 2.jpg|thumb|none|600px|EVA reloads her Type 17 with a 10-round stripper clip. The pistol was usually issued with 5-round clips for simpler mid-magazine reloads. EVA is also shown firing only 8 shots in the preceding firefight.]]&lt;br /&gt;
[[File:Mgs3 type17.jpg|thumb|none|600px|EVA confirms Snake's assumption that her pistol isn't a Mauser original. These markings would be engraved on a real Type 17; firearm replicas often use printed markings in place of engravings, and one was likely used as a reference.]]&lt;br /&gt;
[[File:MGS3Type17.jpg|thumb|none|600px|EVA holding her Type 17 Pistol during the motorcycle chase.]]&lt;br /&gt;
[[File:MGS3Type17(2).jpg|thumb|none|600px|EVA's Type 17 after it is knocked out of her hands.]]&lt;br /&gt;
&lt;br /&gt;
== EZ Gun (modified FP-45 Liberator) ==&lt;br /&gt;
&lt;br /&gt;
The EZ gun was created by SIGINT and is based on an [[FP-45 Liberator]]. SIGINT's version is a tranquilizer gun with a built-in laser sight. According to a radio conversation with The Boss it does not have a suppressor, instead using &amp;quot;silent&amp;quot; ammunition, presumably of a similar type to that used by the Russian [[PSS Silent Pistol]]. True to its name, Snake will never get hungry while using this weapon, nor will his camouflage index (a part of the game's GUI that determines how visible he is to enemies) ever drop below 80% when this gun is equipped. While the real Liberator is a single-shot weapon, the EZ Gun is treated as if it is bolt-action with an infinitely deep magazine. It is normally only available on the &amp;quot;Very Easy&amp;quot; difficulty, though it can be unlocked for other difficulties by collecting at least one of every edible item in-game.&lt;br /&gt;
&lt;br /&gt;
The EZ Gun is also used in the &amp;quot;Snake Versus Monkey&amp;quot; mode in the two PS2 releases, where Solid Snake must capture a series of ''Ape Escape'' monkeys because of reasons. This mode is not present in the multiplatform ''Metal Gear Solid HD Collection'' release due to ''Ape Escape'' being the property of Sony.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS_EZGun.jpg|thumb|none|350px|'''Non-firing model''' of EZ gun featured in MGS series by kagerou works]]&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|350px|The FP-45 Liberator Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Machine Pistols=&lt;br /&gt;
&lt;br /&gt;
== M1928A1 Thompson ==&lt;br /&gt;
&lt;br /&gt;
The Pain, a member of The Boss' infamous &amp;quot;Cobra&amp;quot; Special Forces Unit and the second boss of the game, uses a [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|M1928A1 Thompson]] with a stick magazine in his fight with Snake. The Pain's version is made from either bees or hornets [!] and seemingly also fires them; he forms it by shouting &amp;quot;Tommy Gun!&amp;quot; and raising his arm, the hornets forming around it, then somehow managing to make themselves into a wood and metal sub-machine gun that actually functions. It is identified as an M1928A1 rather than a conventional 1928 by its straight foregrip, as opposed to the forward pistol grip on the regular 1928. The M1928A1 is never made available to the player. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1928-A1_T.jpg|thumb|none|400px|M1928A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:ThePainTommy_gun.jpg|thumb|none|600px|The Pain forms his &amp;quot;Tommy Gun.&amp;quot; One frame later, it's a Thompson. You have to feel sorry for the hornet that has to be the firing pin.]]&lt;br /&gt;
&lt;br /&gt;
== Sa. Vz.61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion SA|Sa. Vz.61 Skorpion]] machine pistol is the standard-issue weapon for enemies in motorcycle sidecars or for those piloting flying platforms, and can be obtained by the player as well from a storeroom in Groznyj Grad. While modeled with a 20-round magazine, it actually holds 30 rounds of .32 ACP ammunition in-game. It is fitted with a highly anachronistic laser sight the size of a modern one; the laser had only just been invented in 1960. A laser diode which projected a continuous beam at room temperature would not exist until 1970. Additionally, the first firearm laser sights, created in the late 70s, were bulky helium-neon gas lasers (the LaserLok sight for the [[American-180]] SMG being about the size of an entire Skorpion) which required a 10,000 volt power supply to switch on. Its iron sights cannot be used, unlike the AK-47 or XM16E1. It has both semi-automatic and fully-automatic firing modes; unlike almost every other firearm capable of fully-automatic fire, it possesses no muzzle climb, even when fired in full-auto. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable 850 RPM, but the in-game version has an unrealistically slow rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|350px|none|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:MGS3Skorpion.jpg|thumb|none|600px|The Skorpion SA Vz 61 in game, modelled with a 20-round magazine that somehow holds 30 rounds. The folding buttstock cannot be unfolded ingame.]]&lt;br /&gt;
[[File:MGS3SkorpionBiker.jpg|thumb|none|600px|A GRU biker aims his Skorpion SA Vz 61]]&lt;br /&gt;
[[File:MGS3SkorpionSAVz61Platform.jpg|thumb|none|600px|After the battle with the Shagohod, GRU soldiers on flying platforms arrive on scene. Note the lack of a magazine. Also note the anachronistic laser sights used by the soldiers on completely historically-accurate personal flying vehicles.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
The sole shotgun in the game is an [[Ithaca 37]] (referred to as the M37) with a sawed-off stock and barrel, available to the player in the Peschera Cave in-game. It is also used by several members of the Ocelot Unit. Unlike many media depictions of shotguns with tube magazines, characters reloading the Ithaca 37 in this game will use a tube-like device (known in speed-shooting competitions as a shotgun tube speedloader) to insert all four shells into the tube magazine at once. Furthermore, this shotgun is not depicted with iron sights; accordingly, characters using it always fire it from the hip. &lt;br /&gt;
&lt;br /&gt;
Ithaca 37 is actually a rarity in the USSR/Russia; similar to other rare Western weapons and equipment that were used by the enemy, it is implied that the M37's presence in Tselinoyarsk is due to Soviet agents stealing them from various Western-aligned countries, and that their usage was inspired by the British during the Malaysian Emergency.&lt;br /&gt;
&lt;br /&gt;
The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range.  This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit (an ability it also has when used against most NPCs in the singleplayer game), it was disallowed on many multiplayer servers. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|350px|none|Ithaca 37 with sawed-off stock and barrel - 12 gauge]]&lt;br /&gt;
[[File:MGS3Ithaca37Model.jpg|thumb|600px|none|M37 in the Survival Viewer's model viewer.]]&lt;br /&gt;
[[File:MGS3Ithaca37.jpg|thumb|600px|none|A member of the Ocelot unit holds his Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(2).jpg|thumb|600px|none|Another member of the Ocelot unit holds an Ithaca 37.]]&lt;br /&gt;
[[File:MGS3Ithaca37(3).jpg|thumb|600px|none|An Ocelot unit member holds an Ithaca 37, while pursuing Big Boss after his escape from Colonel Volgin's torture chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The standard-issue assault rifle for most of the enemies (both GRU and KGB) is the [[AK-47]]. The AK-47 can also be obtained by the player in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.62x39mm rounds. The AK-47 is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the AK-47 has more muzzle climb than the M16A1 when fired with or without using the iron sights. &lt;br /&gt;
&lt;br /&gt;
A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent. Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the AK-47 was never depicted with camouflage of its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|450px|none|AK-47 Milled Receiver - 7.62x39mm]]&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|450px|none|AKM Stamped Receiver - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AK47KGB.jpg|thumb|600px|none|A KGB agent with the AK-47.]]&lt;br /&gt;
[[File:MGS3AK47KGB2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:MGS3AK47KGB3.jpg|thumb|600px|none|Close up.]]&lt;br /&gt;
[[File:MGS3AK47GRU.jpg|thumb|600px|none|A GRU soldier at Groznyj Grad with his AK-47.]]&lt;br /&gt;
[[File:MGS3AK47GRUSquad.jpg|thumb|600px|none|A squad of GRU soldiers fire their AK-47s in full-auto at an escaping Big Boss and Eva during the game's motorcycle chase sequence at Groznyj Grad. Despite the fact that they are speeding away in a straight line from this squad, none of their bullets find their marks.]]&lt;br /&gt;
&lt;br /&gt;
== AMD-65 ==&lt;br /&gt;
&lt;br /&gt;
The [[AMD-65]] is a Hungarian-made assault rifle based off of the [[AK-47]] used by the Ocelot Unit. Like the Makarov it is unavailable to the player. According to SIGINT, the Ocelot Unit's AMD-65s were prototypes that were shipped to the Soviet Union for testing.&lt;br /&gt;
&lt;br /&gt;
[[Image:AMD-65.jpg|thumb|none|450px|AMD-65 - 7.62x39mm]]&lt;br /&gt;
[[File:MGS3AMD.jpg|thumb|600px|none|An Ocelot unit soldier with the AMD-65, being held hostage by Big Boss before promptly being slammed to the ground with a CQC move.]]&lt;br /&gt;
[[File:MGS3AMD-63(2).jpg|thumb|600px|none|An Ocelot Unit soldier with the AMD-65.]]&lt;br /&gt;
[[File:MGS3AMD-63.jpg|thumb|600px|none|Another Ocelot Unit soldier with an AMD-65, on the left.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Patriot&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The Boss' signature weapon is the &amp;quot;Patriot,&amp;quot; seemingly a cut-down [[M16A1]] fitted with an anachronistic Beta C-Mag carrying infinite ammunition (claimed to be from its &amp;quot;feed mechanism&amp;quot; being in the shape of an infinity symbol), with no buttstock or front sight, and has the addition of a short, smooth handguard and a muzzle brake. It is partially inspired by the real-life [[M231 Firing Port Weapon]], which was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M231 as an assault rifle. It is not completely based on an M231, due to the presence of a forward-assist and a rear sight which actual M231s do not have.&lt;br /&gt;
&lt;br /&gt;
The Patriot shows some very strange ballistics in a cutscene where The Boss obliterates Big Boss' infiltration vehicle with sustained fire; the fired bullets tumble end-over-end, a term called &amp;quot;keyholing﻿&amp;quot;, as they exit the barrel, and at least one actually exits the barrel facing backwards(!), the severe keyholing seems to imply that the weapon's barrel lacks rifling. ﻿The Patriot is made available to the player right from the beginning of a second playthrough from a previously-cleared game save. &lt;br /&gt;
&lt;br /&gt;
The game also classifies the Patriot as an &amp;quot;assault pistol&amp;quot; (possibly a mistaken fusion of the terms &amp;quot;assault rifle&amp;quot; and &amp;quot;machine pistol&amp;quot;) when in fact, its caliber makes it an ultracompact carbine despite its resemblance to various real-life &amp;quot;AR pistols&amp;quot; (AR-15s cut down and/or possessing modified actions to fire from barrel lengths of 10 inches or less, and often lacking buttstocks). Another possible reason that the Patriot was classified as a type of pistol is the fact that The Boss always fires it one-handed like an oversized handgun, but Big Boss for his part puts his offhand on the weapon's handguard instead. Big Boss can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. Despite SIGINT describing the Patriot's recoil as &amp;quot;unbelievable,&amp;quot; it is depicted as having no muzzle climb even when fired in full-auto by either The Boss or Big Boss.&lt;br /&gt;
&lt;br /&gt;
The Patriot has a few additional properties unique to it in this game. When used by The Boss in her own boss fight, she becomes immune to anything Big Boss can throw at her if she is firing the Patriot directly at him, necessitating that the player either catch The Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable. Befitting its status as a bonus weapon, it can also be implausibly used to take down in-game helicopters (a feature not carried over to [[Metal_Gear_Solid_4:_Guns_of_the_Patriots|the next MGS game]]). To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Big Boss to fire the Patriot's final in-game shot. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:Mgs313.jpg|thumb|none|600px|The Boss firing her &amp;quot;Patriot.&amp;quot;]]&lt;br /&gt;
[[File:MGS3Patriot.jpg|thumb|none|600px|Another angle of the same scene. Note the tumbling bullets.]]&lt;br /&gt;
[[File:MGS3M231.jpg|thumb|none|600px|Right before the final battle The Boss holds her unloaded &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
[[File:MGS3M231Load.jpg|thumb|none|600px|The Boss loads her &amp;quot;Patriot&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== M16A1 ==&lt;br /&gt;
The [[M16A1]] appears as the &amp;quot;XM16E1&amp;quot;. It is chambered in 5.56x45mm NATO, has a 20-round magazine, and semi-burst-auto fire modes, which The Boss and Sigint both suggest was done in the field by a gunsmith after the rifle reached Vietnam. It can be distinguished from a real XM16E1 by the full fencing on the lower receiver and birdcage flash hider. It also has a heavier profile barrel like the Model 611 M16A1, but this is likely just a coincidence rather than a deliberate choice. It can be obtained in both the Virtuous Mission and Operation Snake Eater, meaning at least two such rifles found their way to Russia. It can also be fitted with a suppressor. It is not used by any NPCs in the singleplayer game. The in-game version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat, and thus is the only weapon with its own camouflage. Like the AK-47, players can use the iron sights of this assault rifle, but unlike the AK, there's a slight zoom effect when doing so. This weapon was available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm.  What distinguishes it from the original M16 was the addition of a raised rib around the magazine release button, changing of the forward Receiver pins, and the addition of the forward assist button on the upper receiver.]]&lt;br /&gt;
[[File:XM16E1 real.jpg|thumb|none|400px|XM16E1 rifle with 20 round magazine for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3XM16E1.jpg|thumb|600px|none|The XM16E1 ingame. Note full-fence lower and A1 birdcage flash hider.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sniper Rifles in the game's singleplayer mode have a degree of &amp;quot;scope glint&amp;quot; that can give away the user's location (when used by NPCs) or alert NPCs to the player character's general location under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M91/30 ==&lt;br /&gt;
&lt;br /&gt;
The [[Mosin Nagant]] is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces. It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3.5x scope as well as a custom-fitted folding skeleton stock and pistol grip. This weapon was available in multiplayer. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters, even though there is no way to fit a suppressor to the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
If contacted while Big Boss is holding the rifle, SIGINT will speculate that the skeleton stock and pistol grip were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. SIGINT also advises Big Boss to go for &amp;quot;One shot, one kill&amp;quot; due to the bolt-action nature of the rifle, in spite of the fact that its tranquilizer ammunition makes it incapable of directly killing NPCs. Contrary to SIGINT's advice, the Mosin Nagant's lengthy reload animation can be bypassed by quickly unequipping and re-equipping it, like every other firearm in this game. &lt;br /&gt;
&lt;br /&gt;
Besides The End's Mosin Nagant, non-sniper versions of the rifle (presumably unmodified) also briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on [http://www.youtube.com/watch?v=TTClok-ujMM actual footage] of the May Day parades on Red Square.&lt;br /&gt;
&lt;br /&gt;
[[File:M9130.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|490px|Mosin Nagant M91/30 - 7.62x54mm R w/ scope]]&lt;br /&gt;
[[File:MGS3MosinNagant.jpg|thumb|none|600px|Mosin Nagants seen in the footage.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd.jpg|thumb|none|600px|The End takes aim with his Mosin Nagant.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd3.jpg|thumb|none|600px|A third view. Note that The End's age spots had disappeared due to photosynthesis earlier.]]&lt;br /&gt;
[[File:MGS3MosinNagantTheEnd4.jpg|thumb|none|600px|The End taking aim while kneeling.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
Another sniper rifle in the game is the [[SVD Dragunov]], which had only just begun serial production in the game's timeframe, a possible sly nod to the rare PSG-1 used in MGS1. It has two zoom options, and be seen being used by a member of the Ocelot Unit during an ambush shortly after Big Boss meets Eva, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7.62x54R cartridge from a 10 round magazine, but fires semi-automatically, and for some reason is shown to have no recoil-caused muzzle jump if Big Boss' stamina is high when firing, nor even barrel sway when aiming in this condition; this is unlike MGS2, where sniper rifles often swayed a great deal unless a certain item was used. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|600px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:MGS3SVDModel.jpg|thumb|none|600px|SVD in the game.]]&lt;br /&gt;
[[File:MGS3SVD.jpg|thumb|none|600px|Big Boss, assisted by Eva, aims his SVD Dragunov at some C3 charges mounted on a bridge.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Stoner 63 ==&lt;br /&gt;
&lt;br /&gt;
The light machine gun configuration of the modular [[Stoner 63]] weapon system is also used in the game. It holds 101 rounds of 5.56x45mm ammunition in the belt and Big Boss yells Rambo-style while firing it. It is available in multiplayer, but only as a pick-up weapon (i.e., it is not a weapon the player character can spawn in with). The weapon's iron sights cannot be used. The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Big Boss is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable (if noisy) asset during that portion of the game. &lt;br /&gt;
&lt;br /&gt;
[[File:StonerM63.jpg|thumb|none|400px|Stoner 63A, Commando configuration (designated Mk 23 Mod 0 by the US Navy SEALs) - 5.56x45mm]]&lt;br /&gt;
[[File:MGS3Stoner63Model.jpg|thumb|none|600px|Stoner 63 in the game.]]&lt;br /&gt;
[[File:MGS3Stoner63.jpg|thumb|none|600px|An Ocelot unit member with the Stoner 63 while Big Boss takes him down.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades= &lt;br /&gt;
&lt;br /&gt;
==Fictional Soviet Grenade==&lt;br /&gt;
&lt;br /&gt;
A fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly is used for three types of in-game grenade: Chaff, Stun and Smoke.&lt;br /&gt;
&lt;br /&gt;
Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology. Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, and to fool the guidance systems of guided missiles fired at Big Boss. The game implies that this grenade variant was developed in the Soviet Union. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stun grenade is a &amp;quot;flashbang&amp;quot; type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. They are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in 1977 when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport. In-game, they are stated to have been developed by the Soviets. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Smoke grenades are implied to have been developed by the Soviets in Tselinoyarsk (this is not really something that needed explaining since smoke grenades were common in World War 2) and according to SIGINT use a combustion agent combining zinc oxide, ammonium chloride (which is wrong, ammonium chloride is a product of the reaction, the base material is usually hexachloroethane), aluminum and &amp;quot;some other stuff,&amp;quot; and releases a grayish-white smoke. It also has a tear-gas like effect on enemy soldiers and attack dogs: this is accurate, since the smoke from such grenades includes toxic zinc chloride, a skin and eye irritant and severe respiratory irritant. They are available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The most common hand grenades in the game are Russian [[RGD-5 hand grenade]]s. They are used by GRU soldiers, and can also be obtained by Big Boss in various areas in the game. The Pain also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location (shooting them while they are held aloft by his bees will cause them to prematurely detonate). They are available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:MGS3RGD5.jpg|thumb|none|600px|The RGD-5 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M15 White Phosphorus Grenade==&lt;br /&gt;
The body of the game's &amp;quot;WP grenade&amp;quot; appears to be based on the American [[M15 White Phosphorous grenade]], the WW2-era precursor to the more familiar [[M34 White Phosphorous grenade]], fitted with the same Soviet UZRGM fuze as the other grenade types.&lt;br /&gt;
&lt;br /&gt;
The in-game depiction is extremely unrealistic with the M15 basically filled with magic set-people-on-fire powder: it hardly produces any smoke (the real device was designed primarily for use as a smoke grenade), and unlike real WP smoke, the smoke the in-game grenade produces does not block thermal vision in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
[[Image:M15-W-P-smoke-grenade-300315-1.JPG|thumb|none|250px|'''Replica''' M15 white phosphorous grenade]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive &amp;quot;Shagohod&amp;quot; vehicle, which is only vulnerable to fire from heavy weapons. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon the player character can spawn in with. Snake also uses the RPG-7 in a cutscene during the escape from Groznyj Grad.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MGS3RPG7Model.jpg|thumb|none|600px|The RPG-7 in game.]]&lt;br /&gt;
[[File:MGS3RPG7.jpg|thumb|none|600px|Big Boss aims the RPG-7 in the finale.]]&lt;br /&gt;
[[File:MGS3RPG7Warhead.jpg|thumb|none|600px|The warhead in flight.]]&lt;br /&gt;
[[File:MGS3RPG7Empty.jpg|thumb|none|600px|Big Boss strikes a pose with an empty RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle/Platform-mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==130mm M-65 rifled gun L/60==&lt;br /&gt;
&lt;br /&gt;
The 130mm M-65 rifled gun L/60 is mounted onto at least 6 Obyekt 279s (spelled &amp;quot;Objekt 279s&amp;quot;) seen in-game. However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on all the Mi-24A  helicopters in the game. Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.&lt;br /&gt;
&lt;br /&gt;
[[File:Afanasev A-12.7.jpg|thumb|none|450px|Afanasev A-12.7 mounted on a Mi-4A helicopter -  12.7x108mm]]&lt;br /&gt;
[[File:MGS3HindAYak-B.jpg|thumb|none|600px|The Mi-24A with the A-12.7.]]&lt;br /&gt;
&lt;br /&gt;
== DShK == &lt;br /&gt;
&lt;br /&gt;
Able to commandeered by the player, [[DShK heavy machine gun]]s are found throughout the game. Two remote-controlled DShKs are mounted on Volgin's &amp;quot;Shagohod&amp;quot; hovertank-thing, and Volgin uses them if he's not using the central volley gun in the &amp;quot;mouth&amp;quot; of the Shagohod. In the cutscene where Snake and EVA make it to the runway on Groznyj Grad, Volgin decides he hasn't been evil enough yet and uses the Shagohod's weaponry to fire at his own troops.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|Russian DShK 38/46 - 12.7x108mm]]&lt;br /&gt;
[[File:MGS3DShK.JPG|thumb|none|600px|A mounted DShK.]]&lt;br /&gt;
[[File:MGS3DShKShagohod.jpg|thumb|none|600px|The DShk mounted on the Shagohod.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
&lt;br /&gt;
The [[ZU-23-2|ZU-23-2]] is a 23mm Soviet anti-aircraft gun. They can be commandeered by Big Boss and are capable of shooting down helicopters and flying platforms. They are found in the mountains of Tselinoyarsk and in the final battle with the Shagohod.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 Anti-Aircraft gun - 23x152mm]]&lt;br /&gt;
[[File:MGS3ZU-23.jpg|thumb|none|600px|The ZU-23-2 behind Eva.]]&lt;br /&gt;
&lt;br /&gt;
==M1931 Field Gun==&lt;br /&gt;
&lt;br /&gt;
A battery of Soviet M1931 field guns is seen in a cutscene describing The Boss's &amp;quot;involvement&amp;quot; in &amp;quot;The Bay of Pigs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:M1931 Field Gun.jpg|thumb|none|450px|Soviet M1931 (A19) field gun displayed in Hämeenlinna Artillery Museum, Finland - 122mm]]&lt;br /&gt;
[[File:MGS3UnknownAAGun.jpg|thumb|none|600px|Stock film shows a battery of Soviet M1931 field guns firing, most likely during either World War 2 or in Cuba.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==C3==&lt;br /&gt;
The predecessor to the C4 used in other games. Composition 3 is a real military explosive composed of 77% RDX and 23% plasticizer: like C4, it can be molded into any shape, and is stable enough to not be detonated by gunfire. Big Boss uses it to destroy the Shagohod's hangar, and it is likewise used by Eva to rig the rail bridge out of Groznyj Grad to deter pursuit. In the latter case, it is also implied that the C3 contains some type of shock-sensitive tamper-resistant fuze, such that it will explode if fired on or even touched in any way.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3C3Block.jpg|thumb|none|600px|A block of C3.]]&lt;br /&gt;
[[File:MGS3C3Heart.jpg|thumb|none|600px|Eva makes a heart made of C3.]]&lt;br /&gt;
[[File:MGS3C3.jpg|thumb|none|600px|The C3 being planted on the liquid rocket fuel tanks of the Shagohod's hangar.]]&lt;br /&gt;
[[File:MGS3C3Butterfly.jpg|thumb|none|600px|The final block of C3 molded into the shape of a butterfly, just before Big Boss slams it onto the timer of the bomb. While he doesn't have a personal timepiece to keep track of the remaining time on the bombs (unlike Raiden of [[Metal Gear Solid 2]]), he does have some supernatural help telling him just how much time he has left before detonation. The butterfly-C3 also appears in Super Smash Bros Brawl.]]&lt;br /&gt;
[[File:MGS3C3Pack.jpg|thumb|none|600px|The pack of C3 on the bridge.]]&lt;br /&gt;
&lt;br /&gt;
== Big Joe 5 and Little Joe Crossbows ==&lt;br /&gt;
&lt;br /&gt;
The Fear uses a pair of crossbows, at least once of which has bolts laced with the venom of the Brazilian Wandering Spider, often said to be the most fearsome spider venom in the world. The &amp;quot;William Tell&amp;quot; is a &amp;quot;Big Joe 5&amp;quot; crossbow (some sources indicate this may have been a real nickname of the Big Joe 5) while the &amp;quot;Little Joe&amp;quot; uses its real name. Both were developed by the OSS during World War II, the &amp;quot;Big Joe 5&amp;quot; being intended for use at up to 200m while the &amp;quot;Little Joe&amp;quot; was a smaller device intended for eliminating sentries silently, for usage by the British military. The Big Joe 5 was only produced in very limited quantities, while the Little Joe never underwent production at all; surviving crossbows are rare, and the darts even rarer. Neither crossbow is ever available to the player. Ocelot later uses the Little Joe to threaten Tatyana, in a scene Big Boss can watch by spying on them in Groznyj Grad from a mountaintop.&lt;br /&gt;
&lt;br /&gt;
[[Image:BJ5.jpg|thumb|400px|none|Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:Little Joe Crossbow.jpg|thumb|none|400px|Little Joe crossbow.]]&lt;br /&gt;
[[File:MGS3FearCrossbow.jpg|thumb|none|600px|The Fear with his &amp;quot;William Tell&amp;quot; Big Joe 5 crossbow.]]&lt;br /&gt;
[[File:MGS3FearsCrossbow2.jpg|thumb|none|600px|The Little Joe on the ground.]]&lt;br /&gt;
[[File:MGS3FearsCrossbowSpin.jpg|thumb|none|600px|Ocelot spins the Little Joe.]]&lt;br /&gt;
[[File:MGS3CrossbowBoltCloseup.jpg|thumb|none|600px|The bolt of the Little Joe.]]&lt;br /&gt;
&lt;br /&gt;
== The Fury's Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
During The Fury's boss battle, he uses a custom flamethrower which appears to be a highly reworked version of the German [[Flammenwerfer 41]]. According to SIGINT, The Fury's flamethrower uses UDMH (unsymmetrical dimethylhydrazine) and NTO (nitrogen tetroxide), a rocket fuel mixture, rather than the usual incendiary liquids used in flamethrowers. Since UDMH / NTO burns at about 3,000 degrees, firing the weapon once in a confined space should probably have killed both The Fury and Big Boss, The Fury twice over since it would fire him violently backwards ''because he is holding a rocket''. Luckily, The Fury does not seem to realise that both chemicals are ridiculously toxic if inhaled and if he just sprayed one fuel tank into the air of the enclosed room they are in, Big Boss would at least be incapacitated, if not killed outright.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|400px|Flammenwerfer 41 flamethrower]]&lt;br /&gt;
[[File:MGS3FuryFlamethrower.jpg|thumb|none|600px|&amp;quot;Everyone calls me Ben for some reason, can't they see my name is Ned?&amp;quot;]]&lt;br /&gt;
[[File:MGS3FuryFlamethrowerTanks.jpg|thumb|none|600px|The flamethrower tanks on The Fury's back. The yellow flames are certainly not implying the kind of heat his weapon would generate; the jet should look like he is pumping out burning magnesium.]]&lt;br /&gt;
&lt;br /&gt;
==Lipstick Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kiss of Death&amp;quot; is based on a KGB-issue 4.5mm single-shot pistol disguised as lipstick, one example of which was captured in West Berlin at an American checkpoint during the Cold War. In Tatyana's first appearance during the Virtuous Mission, Volgin forcibly confiscates the kiss of death from her when he notices her reaching for it, thus resulting in them suspecting she was KGB, although Volgin gives it back to her anyway, thinking she'll prove useful. Tatyana is implied to be using one when she attempts to threaten Sokolov into giving up the Shagohod's test data, but it turns out to be ordinary lipstick. She later tries to use the real one from earlier against Volgin, only to have him twist her arm (and the gun's barrel) away before she can trigger it. &lt;br /&gt;
&lt;br /&gt;
There were originally going to be more espionage devices in ''Snake Eater'' besides the Kiss of Death, the chloroform-laced handkerchief, and the Cigarette Narcosis Gun (a disguised chemical dispenser that sprays knockout gas a short distance), but these plans were dropped after the Beltway Sniper shootings forced Kojima and his team to abandon going to the International Spy Museum to research more on spy devices used during the Cold War.&lt;br /&gt;
&lt;br /&gt;
[[Image:KissofDeath.jpg|thumb|none|400px|&amp;quot;Kiss of Death&amp;quot; KGB lipstick gun at the International Spy Museum - 4.5mm]]&lt;br /&gt;
[[File:MGS3KissofDeath.jpg|thumb|none|600px|Colonel Volgin inspects the Kiss of Death after taking it from Tatyana shortly after the Virtuous Mission fails.]]&lt;br /&gt;
&lt;br /&gt;
== MON-50 anti-personnel mine ==&lt;br /&gt;
&lt;br /&gt;
These camouflaged landmines are occasionally encountered in the jungle. They are triggered by Big Boss' proximity to their frontal arc rather than through a trip wire or command detonation through a wire as in the real life version. They can be found using a mine detector (which uses a sound beacon) or seen easily through Big Boss' thermal goggles (the latter being a gameplay mechanic inherited from previous games). The game implies that the proximity detonation was a modification made by the GRU soldiers stationed in Tselinoyarsk after they stole several copies from American stores. Several claymores are also placed in Bolshaya Past South to further deter intruders. As with their incarnation in MGS2, placing MON-50 mines while holding down the &amp;quot;fire&amp;quot; button will outline (in red laser light) the mine's trigger zone. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
Although the mines are explicitly referred to as &amp;quot;Claymores&amp;quot; in-game, the weapon bears a stronger resemblance to the MON-50 anti-personnel mine. Humorously, Sigint, when called about the weapon, alludes to the MON-50's development (it entered service the year after the game takes place) by mentioning that the Russians will soon develop &amp;quot;Claymoreski mines&amp;quot; since the Claymore's design is extremely easy to replicate.&lt;br /&gt;
&lt;br /&gt;
[[File:MON-50.jpg|thumb|none|250px|MON-50 anti-personnel mine]]&lt;br /&gt;
[[File:MGS3Claymore.jpg|thumb|none|600px|MON-50 in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M2 Flamethrower ==&lt;br /&gt;
&lt;br /&gt;
The [[M2 Flamethrower]] appears in the game and is used by several specially-suited GRU flame troopers on the Krasnogorje mountain in Tselinoyarsk. While unavailable to the player in the singleplayer portion of the game, it is available to as a pick-up weapon in the multiplayer mode, and has infinite ammunition there. Somewhat unrealistically, shooting the fuel tanks on the backs of the GRU flame troopers in singleplayer with a lethal weapon will immediately cause them to be engulfed in a ball of fire, although SIGINT implies in a radio conversation that they had their fuel tanks self destruct upon defeat in order to avoid capture. In addition, the same radio conversation also reveals that they had procured the flamethrowers from American forces for study purposes, and that the GRU flame troopers were most likely planning to use the flamethrowers specifically against Big Boss, implying that they were doing so under Volgin's orders because he wanted revenge against Big Boss for killing off three of the Cobra Unit members by that point (or if the player kills more soldiers, doing it on their own volition to avenge their comrades). &lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|250px|M2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==M28 Davy Crockett Weapon System==&lt;br /&gt;
&lt;br /&gt;
The M28 version of the [[Davy Crockett Weapon System]], a tactical nuclear recoilless gun, is a key plot device. Neither the launcher nor its ammunition are ever made available to the player.&lt;br /&gt;
&lt;br /&gt;
At the end of the Virtuous Mission, The Boss is seen with a launcher and one fictional (though not physically impossible; see below) high-yield warhead, and promptly gives them to Colonel Volgin as a &amp;quot;gift&amp;quot; for her &amp;quot;new hosts.&amp;quot; Volgin then uses it to destroy Nikolai Sokolov's OKB-754 research facility, by firing it in the most ill-advised manner possible. The resultant nuclear detonation triggers the events of Operation Snake Eater. The Boss later duplicates Volgin's feat by firing the second warhead (again, by hand, and even though she only had one warhead during the handover) to obliterate Groznyj Grad and Graniny Gorki. &lt;br /&gt;
&lt;br /&gt;
In reality, the launcher, the warhead and their cases would weigh somewhere in the region of {{convert|lbs|300}}, but both The Boss and Volgin are depicted in the game as being able to carry this entire load unassisted. The director's commentary for the game indicated that this was deliberate in order to showcase The Boss's physical strength. The real-life Davy Crockett's warheads were also fairly anemic for nuclear weapons, providing the explosive power of just 10-20 tons of TNT (in fact the warhead's primary damage mechanism would be radiological, from the ionising radiation and fallout), as higher-yield warheads would catch anyone firing the weapon in the blast radius given the weapon's limited range of 2 km for the M28 version and 4 km for the M29 version. The game handwaves the unrealistically massive destruction caused, by having SIGINT claim that the warheads used were experimental models with a higher yield than regular Davy Crockett warheads; this is not actually impossible, since the W54 warhead used by the Davy Crockett was also used by the Mk 54 Special Atomic Demolition Munition, which had a yield of up to one kiloton. The game also implies that the blast radius was at least three miles (or that the wind carried fallout that far), as Volgin's usage of the Davy Crockett in the Virtuous Mission was mentioned to have caused nuclear fallout at Rassvet potent enough that none of Volgin's forces could go there unprotected, when the briefing made clear that Tselinoyarsk was three miles west of the Sokolov Design Bureau. This is more than a little unlikely, since if the weapon had a vastly higher yield than normal while being the same size, there would be less highly radioactive unreacted material to scatter as fallout.&lt;br /&gt;
&lt;br /&gt;
Of more immediate concern is that launcher is shown launching warheads as if they are self-propelled, which Davy Crockett warheads are not: instead, a propelling charge about the size of a LAW rocket launcher has to be inserted into the barrel, followed by a &amp;quot;launching piston&amp;quot; which transfers the force of the explosive to the projectile. Without this charge, the nuke would not leave the barrel of the launcher. Though the warhead is only armed by firing, it requires the setting of a timer safety dial on the base of the round to actually function; no character is ever shown setting this, and unless the timer was set to at least one second the warhead would never arm. In addition, firing the launcher in reality required the use of a triggering device linked to a cable that unwound from the back of the loaded launcher, with the device having no actual trigger of its own.&lt;br /&gt;
&lt;br /&gt;
The real-life Davy Crockett was also inaccurate in testing and required the use of a spotting rifle to put its warheads on target, along with a tripod mount to offer a stable firing platform and the ability to precisely adjust the weapon's trajectory. Neither of these components are used by Volgin or The Boss. Though Volgin's case might be forgiven as an unlikely case of &amp;quot;point shooting&amp;quot; with the launcher tube and the fact that his target was visible to him, The Boss manages to place the warhead in the precise area necessary (via a ballistic, non-line-of-sight trajectory, no less!) to destroy both Graniny Gorki and Groznyj Grad, with no sign of having dialled in the correct trajectory beforehand (as that would require spotting shots and the tripod mount).&lt;br /&gt;
&lt;br /&gt;
[[File:Davy Crockett Nuke.jpg|thumb|none|400px|M-388 Davy Crockett nuclear projectile (W54 warhead) on M28 launcher - 120mm with 20mm spotting rifle. The version in the game has the 20mm spotting rifle (which had to use depleted uranium rounds to match the warhead's trajectory) misplaced and used as a carry handle.]]&lt;br /&gt;
[[File:MGS3Davy.jpg|thumb|none|600px|The two pieces of the Davy Crockett.]]&lt;br /&gt;
[[File:MGS3DavyWarhead.jpg|thumb|none|600px|The warhead. Oddly, despite it being repeatedly stated later on that The Boss stole ''two'' warheads and the second one being used, there is only one when the launcher is handed over.]]&lt;br /&gt;
[[File:MGS3DavyLanucher.jpg|thumb|none|600px|The launcher tube, minus the tripod mount needed to provide a stable firing platform.]]&lt;br /&gt;
[[File:MGS3DavyBlackblast.jpg|thumb|none|600px|The backblast from firing. It's a miracle that it didn't kill everyone on the chopper.]]&lt;br /&gt;
[[File:MGS3-DavyCrockett-Snake.jpg|thumb|none|600px|In ''Subsistance'''s Secret Theater short &amp;quot;The Ultimate Weapon&amp;quot;, The Boss loses a game of rock-paper-scissors to Snake and clearly takes it ''waaaay'' too hard.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
&lt;br /&gt;
Big Boss can find and attach TNT bundles on various surfaces (even on the backs of wandering enemies) for explosive detonation via radio trigger. They can also be used to demolish ammunition and food storage areas, causing guards to become hungry, slower to react, easier to knock out via CQC attacks, and to run out of ammunition faster. They can also be used to save some trouble later on by blowing up a Mil Mi-24 Hind A that was being parked at the Bolshaya Past base for maintenance.&lt;br /&gt;
&lt;br /&gt;
[[File:MGS3TNT.jpg|thumb|none|600px|The TNT in game.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia: Plausibility and Practicality of the Shagohod==&lt;br /&gt;
In real life, the Shagohod's Phase 2 as a concept would not be feasible at all, as firing a missile from a Shagohod-like launcher would have an utterly negligible impact on the overall velocity of the missile: starting from 300 miles per hour instead of 0 means very little when the weapon has to accelerate to around 14,000 miles per hour, and would certainly not save enough fuel to almost double the weapon's range. In addition, the guidance of ballistic missiles is inertial, based on a known starting location, and launching it at speed and at a non-vertical angle could not be done with the missile's existing guidance system.  Finally and most obviously, Shagohod is said to fire the SS-20 &amp;quot;Sabre&amp;quot; IRBM, a weapon that would not be deployed until 1976. SS-20 appears to have been used because the equivalent period missiles, SS-4 Sandal and SS-5 Skean, used gantry launchers rather than a launch tube and were liquid-fueled, and thus would probably look rather silly on the Shagohod.&lt;br /&gt;
&lt;br /&gt;
There are also several other problems to take into account for the Shagohod itself. Firstly, fundamentally the Shagohod would be detectable by satellites. The script ignores that all weapon systems have a logistical footprint, and the more high-tech, the bigger it is. A Shagohod would need specialised vehicles to fuel, maintain, tow and transport it, storage facilities for dangerous hypergolic rocket fuels, stockpiles of spare parts, workshops, support crew housing, communications to pass it targeting information, and so on. In addition, the vehicle needs a three-mile runway pointing roughly towards its target, and since it pulls itself with augers it would probably need either a special surface or to re-surface the runway every a vehicle made a launch run.&lt;br /&gt;
&lt;br /&gt;
In addition military vehicles cannot run 24/7; usually a significant percent of vehicles will not be available for operation at any given time because they are undergoing routine maintenance or being repaired. With something as complex and cutting-edge as the Shagohod having 25% of vehicles operational would be pretty impressive, which would mean multiple vehicles would be needed. Assuming this availability level, an operational Shagohod battery would probably consist of four or more likely five vehicles to ensure there was one ready-to-go when a launch order came. Needless to say, this would require an entire purpose-built complex that any idiot could find.  These extreme requirements would also preclude Volgin's plan to export the vehicle as a means of nuclear proliferation, since few client states would have the ability to maintain such a facility.&lt;br /&gt;
&lt;br /&gt;
Crew training would also be an issue; with a normal ballistic missile a launch drill can be run without ever opening the silo doors, but a drill run with a Shagohod would look exactly like a real launch to anyone observing. A satellite would be able to spot the rocket exhaust from the vehicle itself, and there would be no way of knowing if it was going to launch a warhead on this run or not unless the entire launch tube had been removed. &lt;br /&gt;
&lt;br /&gt;
Additionally, the US and Soviet Union in real life had systems exactly like what the Shagohod is meant to represent already, respectively  the Polaris and SS-N-5 SLBMs, which had been around since 1960 and 1963. Ballistic missile submarines do not need runways, can hide in about 70% of the Earth's surface and are much harder to detect. They fit into a role of nuclear deterrence called ''assured second strike'', the principle that even if the enemy manages a first strike, they will not be able to prevent a large-scale nuclear retaliation. Shagohod would only be dangerous if nobody knew what they were looking for, and would really only be good for one launch, ever, before it was relegated to the second strike role. &lt;br /&gt;
&lt;br /&gt;
The script also appears to be unaware that satellites and spyplanes were not the only system for detecting ICBM launches: the US had the RCA 474L Ballistic Missile Early Warning System (BMEWS), a network of 12 radar sites built from 1960-1964 and designed to provide a 15-25 minute warning of approaching missiles, more than enough time to order a counter-launch before impact. Moreover, the Soviets knew this, since data on the system had been leaked in 1961, so Volgin would probably have ended up cancelling the first-strike focused Shagohod himself.&lt;br /&gt;
&lt;br /&gt;
One possibly-intentional point of realism, though, is that the Shagohod's development (as a mobile land launch system) in 1964 ''is'' in line with period Soviet missile doctrine: the R-9 missile (one of two ICBMs identified as SS-8 Sasin) was originally intended to be a mobile system to thwart a first strike against Soviet silo complexes by NATO (though using wheeled launcher trucks instead of a hovercraft-thing): this was changed to a dual project developing silo-launched and mobile versions, but the mobile version never achieved the desired mobility and that part of the project was ultimately scrapped.&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Mgs3_type17_2.jpg&amp;diff=1398096</id>
		<title>File:Mgs3 type17 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Mgs3_type17_2.jpg&amp;diff=1398096"/>
		<updated>2021-02-11T18:33:54Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
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	</entry>
	<entry>
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		<title>File:Mgs3 type17.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Mgs3_type17.jpg&amp;diff=1398094"/>
		<updated>2021-02-11T18:18:29Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Delta_Force:_Land_Warrior&amp;diff=1397309</id>
		<title>Delta Force: Land Warrior</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Delta_Force:_Land_Warrior&amp;diff=1397309"/>
		<updated>2021-02-07T20:08:22Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Heckler &amp;amp; Koch G11 */&lt;/p&gt;
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&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
''Delta Force: Land Warrior'' is the third game in the ''Delta Force'' series of games by NovaLogic.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Delta Force: Land Warrior'':'''&lt;br /&gt;
[[Image:Delta-Force-Land-Warrior-Pc.jpg|thumb|right|400px|'''''Delta Force Land Warrior'''(2000)'']]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mk 23 Mod 0==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23]] appears as the standard sidearm of Delta Force, fitted with its usual (though unusable in-game) laser aiming module and able to optionally take its suppressor. It is almost universally the recommended sidearm for all missions, only ever replaced by the P11 when underwater combat is expected. Like most other weapons in the game, it is a one-shot kill on most enemies (even when silenced), though it and the rest of the sidearms suffer from only holding a small handful of extra magazines.&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|400px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[Image:SS012.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:SS007.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is an alternative choice to the Mark 23, and is generally the pistol used by tangoes when they're not equipping a heavier rifle. While not having the option of a suppressor, it competes with a higher magazine capacity, featuring a slightly incorrect 32 rounds (31 and 33 round magazines exist, though the in-game weapon is depicted with flush-fitting 18-rounders), and the ability to change fire modes between full-auto and semi-auto.&lt;br /&gt;
[[File:G18_comp.jpg|thumb|none|350px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm]]&lt;br /&gt;
[[Image:SS0003.jpg|thumb|none|500px|Note the absence of the fire selector and barrel extension; the weapon was likely modeled off of a standard Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P11==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P11]] is featured as a pistol meant for underwater combat. While real underwater firearms are designed primarily for usage underwater and suffer from short range whether above or below water, the P11 is instead presented as essentially the equivalent of any other handgun, trading off magazine capacity for the ability to be fired underwater with the same extreme range and accuracy. It is also incorrectly depicted as being able to keep a round in the chamber after a reload, despite the real weapon featuring a five-barrel design that is swapped out to reload.&lt;br /&gt;
[[Image:Hk p11-1.jpg|thumb|none|300px|Heckler &amp;amp; Koch P11 - 7.62x36mm]]&lt;br /&gt;
[[Image:SS011.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Calico M950A==&lt;br /&gt;
A [[Calico M950A]] is featured, and treated as a secondary submachine gun due to its selective-fire nature. It carries 100 rounds per magazine (which do exist, though in game it's visibly fitted with the 50 round magazine), but in return is less accurate and slower-firing than the other SMGs.&lt;br /&gt;
[[Image:CalicoM950.jpg|thumb|none|400px|Calico M950 pistol - 9x19mm]]&lt;br /&gt;
[[Image:SS008.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] is the only standalone shotgun available in the game. Apparently in the ''Delta Force'' universe Pancor was able to actually produce working versions of the weapon, as it is available to Delta Force and shows up frequently in the hands of bad guys, typically when in or around buildings and other cramped quarters. Like nearly every other weapon in the game, it is incorrectly shown to keep a round in the chamber when reloaded before being emptied, despite the fact that the chamber in question is tossed out ''with'' the magazine whenever it is reloaded.&lt;br /&gt;
[[Image:Jackhammer.jpg|thumb|none|400px|Pancor Jackhammer - 12-gauge]]&lt;br /&gt;
[[Image:SS0017.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
The standard submachine gun of Delta Force is the [[Heckler &amp;amp; Koch MP5SD3]]. It is the most commonly-suggested secondary weapon, only loud missions where combat is actively required (e.g. defending an area from waves of hostiles, rather than infiltrating an enemy stronghold to destroy ammo dumps or rescue hostages) suggesting either of the non-suppressed alternatives. Its suppressor gives it slightly lower power than the other submachine guns, requiring a shot to the head to kill in a single bullet. Like most other select-fire weapons it features semi-, full-auto, and three-round burst fire modes, implying it is fitted with an original Navy-style trigger group.&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm]]&lt;br /&gt;
[[Image:SS0005.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]]45 is a higher-powered and louder alternative to the MP5. It sacrifices the MP5SD3's suppressed nature and has a slightly lower capacity of 25 rounds in favor of higher power, killing in a single bullet. It has the same fire modes as the MP5, including an incorrect three-round burst, rather than two rounds as in reality.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:SS0001.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Colt Commando==&lt;br /&gt;
The [[Colt Commando]] is incorrectly referred to as the &amp;quot;M4&amp;quot;, fitted with a short-range scope (which can be zoomed in from 2x to 4x) and an underbarrel [[Knight's Armament Masterkey]] shotgun. It can be fired in burst-fire or semi-auto, with the Masterkey presented as the third fire mode. The Masterkey is incorrectly given a 5+1 capacity, rather than its real 3+1, and is also treated as if it is fed via detachable magazines, with a non-empty reload dumping every shell still in the tube to replace them with new ones.&lt;br /&gt;
[[File:CAR-15Rifle.jpg|thumb|500px|none|Colt Commando - 5.56x45mm]]&lt;br /&gt;
[[Image:Masterkey02.jpg|thumb|none|400px|KAC Masterkey - 12 gauge]]&lt;br /&gt;
[[Image:SS0016.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Assault Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]], alternately referred to as the UAR, UAW, or &amp;quot;Water Rifle&amp;quot;, is the second of two underwater firearms available in the game. Like the P11, it is incorrectly shown to be equally effective both above and below water, and is also given a 30-round magazine capacity, four more than the real magazines hold.&lt;br /&gt;
[[Image:APSunderwater.jpg|thumb|none|401px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[Image:SS013.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
As expected, the [[AK-47]] features as one of the most common automatic weapons in use with various hostiles. Primarily meant as a bad-guy weapon, it does not have any sort of accessories and has a restricted rate of fire. Like most other selective-fire weapons in the game, it is incorrectly depicted as having a burst-fire setting between full- and semi-auto.&lt;br /&gt;
[[Image:AK-47.jpg|thumb|none|400px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:SS010.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] A1 features as a companion to the Model 733, fitted with an underbarrel [[M203]] grenade launcher. As with most other games to feature select-fire capability, the AUG is shown as having a standard fire selector rather than a two-stage trigger due to game mechanics and limitations in gaming peripherals. In return for the longer range and higher power of its underbarrel launcher, its scope is fixed at 2x magnification.&lt;br /&gt;
[[Image:Aug m203.jpg|thumb|none|400px|Steyr AUG with M203 - 5.56x45mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[Image:SS014.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11==&lt;br /&gt;
Another rare prototype weapon presented as a success, the [[Heckler &amp;amp; Koch G11]] is not only available to Delta Force, but is somehow in the hands of various terrorist forces as well, such as the opposing forces of the first quick mission. Its caseless nature presents it with advantages such as a higher capacity than any other assault rifle, at 45+1 rounds. Though the real G11's system limits it's full-auto firerate to a rather slow 450 rounds per minute, the in-game weapon is the fastest firing weapon in the game no matter if on burst or auto. It also has extremely low recoil, even at full auto. However, like the AUG, its integrated scope is fixed at 2x magnification.&lt;br /&gt;
[[Image:HK_G11_caseless_Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch G11 - 4.73x33mm]]&lt;br /&gt;
[[Image:SS0004.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] is one of two portable machine guns available to the player. It features an extremely high capacity in return for below-average accuracy and heavier recoil than smaller weapons. As with almost every other weapon in the game, it incorrectly keeps a round from the previous belt in the chamber when it is reloaded, despite the fact that as an open-bolt, belt-fed weapon, no round is ever ''in'' the chamber until the trigger has already been pulled to fire that round.&lt;br /&gt;
[[Image:fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SS006.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==M240==&lt;br /&gt;
A heavier alternative to the M249, the [[M240 machine gun]], specifically the M240G used by the Marine Corps, is the second of two machine guns available for the player's loadout. Like the M249, it too is shown as able to keep a round from the previous belt when reloaded midway through.&lt;br /&gt;
[[Image:Fn_mag_g.jpg|thumb|none|400px|M240G, USMC style with no heat shield - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SS0018.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The most common mounted weapon in the game is the [[Browning M2HB]]. Contrary to most mounted-gun use even in other tactical shooters, the M2HB has limited ammunition as well, though it is at a hefty 200 rounds per belt, with one in reserve per gun, with its high accuracy and low rate of fire combining well with the usual one-shot-kill power to make those 400 rounds go a long way. As with the other two weapons, it too is shown to keep a round from the last belt after being reloaded despite its belt-fed nature.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:SS0019.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40A1==&lt;br /&gt;
The [[M40A1]] is the standard sniper weapon system used by Delta Force, and the only bolt-action sniper rifle in the game. Its low capacity of 5 rounds and longer time between shots is offset by having a fairly powerful scope that can vary from 2 to 10x magnification and a generous supply of extra ammunition. Like all other weapons in the game, it is treated as if it is fed via detachable magazines, meaning it not only keeps a round in the chamber after every reload (despite the fact that the chamber has to be opened, and thus emptied, to start reloading) but any other rounds left in the internal magazine are dumped on a reload.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg|thumb|none|400px|M40 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SS0015.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82==&lt;br /&gt;
The [[Barrett M82A1]] is present in the game as well. Its higher-capacity magazines trade off for having just a bit more than half as much ammunition in reserve, but it is otherwise a straight upgrade over the M40A1 in every way, with higher power, a faster rate of fire, longer range, and an even more powerful scope that can be magnified up to 14x.&lt;br /&gt;
[[Image:M82a1.jpg|thumb|none|400px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[Image:SS0014.jpg|thumb|none|500px|Note the HUD referring to the gun as &amp;quot;M82A'''L'''&amp;quot;; the 1 was possibly mistaken as a lowercase L.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
An integrally-suppressed [[Heckler &amp;amp; Koch PSG-1]] is the third of three sniper rifles available in the game. It features more ammunition than the Barrett, with 20 rounds per magazine and carrying more in reserve, but in return it is noticeably shorter-ranged than the other two - its scope only features the same 4x magnification as the Colt 733, and its suppressor and subsonic bullets not only cause those bullets to drop off faster at longer ranges, but also make it the only weapon with any noticeable bullet-travel time.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg|thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SS0012.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] is available as a primary weapon, featuring an extremely slow rate of fire in return for the massive power of its 40mm grenades. Interestingly, due to its status as a revolver-type grenade launcher, it is the only weapon in the game that ignores the usual rules regarding chambered rounds. It does, however, still dump any unfired rounds still in those chambers as if the player character was swapping a box magazine.&lt;br /&gt;
[[Image:MM1.jpg|thumb|none|400px|Hawk MM1 - 40x46mm]]&lt;br /&gt;
[[Image:SS0000.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
The [[M136 AT4]] fits into an explosives slot, carried as a tertiary weapon behind the primary rifle or machine gun and secondary submachine gun. It is the recommended weapon in its slot in the majority of missions, save for those where satchel charges are required, primarily because the player cannot go without a weapon in every slot unless they drop it at an armory mid-mission. It nevertheless sees an important use as the player's only option against attack helicopters in missions where they are present, as a single well-placed hit will knock them out of the sky.&lt;br /&gt;
[[Image:At4 m136.jpg|thumb|none|400px|M136 AT4 - 84mm]]&lt;br /&gt;
[[Image:SS0002.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19==&lt;br /&gt;
Much rarer than the M2HB, the [[Mk 19 grenade launcher]] is a noticeably more powerful alternative. Like the M2, it too has an actual ammo supply that can be exhausted despite its role as a mounted weapon in a video game, which also keeps a round in the chamber when reloading.&lt;br /&gt;
[[Image:MK19-02.jpg|thumb|none|400px|Mk 19 - 40x53mm]]&lt;br /&gt;
[[Image:SS0007.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==XM29 OICW==&lt;br /&gt;
Essentially the mascot weapon of the game, the [[XM29 OICW]] is featured, referred to in the armory as the &amp;quot;OICW Landwarrior&amp;quot;. The rifle can be fired in three-round bursts or semi-automatic, and its integrated grenade launcher is included as well as a third firing mode. It also features a scope, which as with the real weapon can reach 6x magnification. While its armory description does make note that the weapon is heavier than similar rifles (six pounds heavier than the M16A2 with M203 in reality, which was three more than the project's target weight), it is presented as an accurate and lethal weapon, killing enemies in a single bullet as most other weapons in the game do and being a viable option for long ranges or against massed groups of enemies with the grenade launcher.&lt;br /&gt;
[[Image:Oicw.jpg|thumb|none|400px|XM29 OICW - 5.56x45mm NATO &amp;amp; 20x28mm]]&lt;br /&gt;
[[Image:SS009.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
{{Novalogic}}&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Delta_Force:_Land_Warrior&amp;diff=1397308</id>
		<title>Delta Force: Land Warrior</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Delta_Force:_Land_Warrior&amp;diff=1397308"/>
		<updated>2021-02-07T20:02:17Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Calico M950A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
''Delta Force: Land Warrior'' is the third game in the ''Delta Force'' series of games by NovaLogic.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Delta Force: Land Warrior'':'''&lt;br /&gt;
[[Image:Delta-Force-Land-Warrior-Pc.jpg|thumb|right|400px|'''''Delta Force Land Warrior'''(2000)'']]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mk 23 Mod 0==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23]] appears as the standard sidearm of Delta Force, fitted with its usual (though unusable in-game) laser aiming module and able to optionally take its suppressor. It is almost universally the recommended sidearm for all missions, only ever replaced by the P11 when underwater combat is expected. Like most other weapons in the game, it is a one-shot kill on most enemies (even when silenced), though it and the rest of the sidearms suffer from only holding a small handful of extra magazines.&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|400px|'''Airsoft''' Heckler &amp;amp; Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[Image:SS012.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:SS007.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is an alternative choice to the Mark 23, and is generally the pistol used by tangoes when they're not equipping a heavier rifle. While not having the option of a suppressor, it competes with a higher magazine capacity, featuring a slightly incorrect 32 rounds (31 and 33 round magazines exist, though the in-game weapon is depicted with flush-fitting 18-rounders), and the ability to change fire modes between full-auto and semi-auto.&lt;br /&gt;
[[File:G18_comp.jpg|thumb|none|350px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm]]&lt;br /&gt;
[[Image:SS0003.jpg|thumb|none|500px|Note the absence of the fire selector and barrel extension; the weapon was likely modeled off of a standard Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P11==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P11]] is featured as a pistol meant for underwater combat. While real underwater firearms are designed primarily for usage underwater and suffer from short range whether above or below water, the P11 is instead presented as essentially the equivalent of any other handgun, trading off magazine capacity for the ability to be fired underwater with the same extreme range and accuracy. It is also incorrectly depicted as being able to keep a round in the chamber after a reload, despite the real weapon featuring a five-barrel design that is swapped out to reload.&lt;br /&gt;
[[Image:Hk p11-1.jpg|thumb|none|300px|Heckler &amp;amp; Koch P11 - 7.62x36mm]]&lt;br /&gt;
[[Image:SS011.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Calico M950A==&lt;br /&gt;
A [[Calico M950A]] is featured, and treated as a secondary submachine gun due to its selective-fire nature. It carries 100 rounds per magazine (which do exist, though in game it's visibly fitted with the 50 round magazine), but in return is less accurate and slower-firing than the other SMGs.&lt;br /&gt;
[[Image:CalicoM950.jpg|thumb|none|400px|Calico M950 pistol - 9x19mm]]&lt;br /&gt;
[[Image:SS008.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] is the only standalone shotgun available in the game. Apparently in the ''Delta Force'' universe Pancor was able to actually produce working versions of the weapon, as it is available to Delta Force and shows up frequently in the hands of bad guys, typically when in or around buildings and other cramped quarters. Like nearly every other weapon in the game, it is incorrectly shown to keep a round in the chamber when reloaded before being emptied, despite the fact that the chamber in question is tossed out ''with'' the magazine whenever it is reloaded.&lt;br /&gt;
[[Image:Jackhammer.jpg|thumb|none|400px|Pancor Jackhammer - 12-gauge]]&lt;br /&gt;
[[Image:SS0017.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
The standard submachine gun of Delta Force is the [[Heckler &amp;amp; Koch MP5SD3]]. It is the most commonly-suggested secondary weapon, only loud missions where combat is actively required (e.g. defending an area from waves of hostiles, rather than infiltrating an enemy stronghold to destroy ammo dumps or rescue hostages) suggesting either of the non-suppressed alternatives. Its suppressor gives it slightly lower power than the other submachine guns, requiring a shot to the head to kill in a single bullet. Like most other select-fire weapons it features semi-, full-auto, and three-round burst fire modes, implying it is fitted with an original Navy-style trigger group.&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm]]&lt;br /&gt;
[[Image:SS0005.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP]]45 is a higher-powered and louder alternative to the MP5. It sacrifices the MP5SD3's suppressed nature and has a slightly lower capacity of 25 rounds in favor of higher power, killing in a single bullet. It has the same fire modes as the MP5, including an incorrect three-round burst, rather than two rounds as in reality.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:SS0001.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Colt Commando==&lt;br /&gt;
The [[Colt Commando]] is incorrectly referred to as the &amp;quot;M4&amp;quot;, fitted with a short-range scope (which can be zoomed in from 2x to 4x) and an underbarrel [[Knight's Armament Masterkey]] shotgun. It can be fired in burst-fire or semi-auto, with the Masterkey presented as the third fire mode. The Masterkey is incorrectly given a 5+1 capacity, rather than its real 3+1, and is also treated as if it is fed via detachable magazines, with a non-empty reload dumping every shell still in the tube to replace them with new ones.&lt;br /&gt;
[[File:CAR-15Rifle.jpg|thumb|500px|none|Colt Commando - 5.56x45mm]]&lt;br /&gt;
[[Image:Masterkey02.jpg|thumb|none|400px|KAC Masterkey - 12 gauge]]&lt;br /&gt;
[[Image:SS0016.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Assault Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]], alternately referred to as the UAR, UAW, or &amp;quot;Water Rifle&amp;quot;, is the second of two underwater firearms available in the game. Like the P11, it is incorrectly shown to be equally effective both above and below water, and is also given a 30-round magazine capacity, four more than the real magazines hold.&lt;br /&gt;
[[Image:APSunderwater.jpg|thumb|none|401px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[Image:SS013.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
As expected, the [[AK-47]] features as one of the most common automatic weapons in use with various hostiles. Primarily meant as a bad-guy weapon, it does not have any sort of accessories and has a restricted rate of fire. Like most other selective-fire weapons in the game, it is incorrectly depicted as having a burst-fire setting between full- and semi-auto.&lt;br /&gt;
[[Image:AK-47.jpg|thumb|none|400px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:SS010.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] A1 features as a companion to the Model 733, fitted with an underbarrel [[M203]] grenade launcher. As with most other games to feature select-fire capability, the AUG is shown as having a standard fire selector rather than a two-stage trigger due to game mechanics and limitations in gaming peripherals. In return for the longer range and higher power of its underbarrel launcher, its scope is fixed at 2x magnification.&lt;br /&gt;
[[Image:Aug m203.jpg|thumb|none|400px|Steyr AUG with M203 - 5.56x45mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[Image:SS014.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11==&lt;br /&gt;
Another rare prototype weapon presented as a success, the [[Heckler &amp;amp; Koch G11]] is not only available to Delta Force, but is somehow in the hands of various terrorist forces as well, such as the opposing forces of the first quick mission. Its caseless nature presents it with advantages such as a higher capacity than any other assault rifle, at 45+1 rounds, and it is also extremely accurate due to no recoil forces affecting the shooter's aim when fired, even in full-auto. However, like the AUG, its integrated scope is fixed at 2x magnification.&lt;br /&gt;
[[Image:HK_G11_caseless_Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch G11 - 4.73x33mm]]&lt;br /&gt;
[[Image:SS0004.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] is one of two portable machine guns available to the player. It features an extremely high capacity in return for below-average accuracy and heavier recoil than smaller weapons. As with almost every other weapon in the game, it incorrectly keeps a round from the previous belt in the chamber when it is reloaded, despite the fact that as an open-bolt, belt-fed weapon, no round is ever ''in'' the chamber until the trigger has already been pulled to fire that round.&lt;br /&gt;
[[Image:fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SS006.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==M240==&lt;br /&gt;
A heavier alternative to the M249, the [[M240 machine gun]], specifically the M240G used by the Marine Corps, is the second of two machine guns available for the player's loadout. Like the M249, it too is shown as able to keep a round from the previous belt when reloaded midway through.&lt;br /&gt;
[[Image:Fn_mag_g.jpg|thumb|none|400px|M240G, USMC style with no heat shield - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SS0018.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The most common mounted weapon in the game is the [[Browning M2HB]]. Contrary to most mounted-gun use even in other tactical shooters, the M2HB has limited ammunition as well, though it is at a hefty 200 rounds per belt, with one in reserve per gun, with its high accuracy and low rate of fire combining well with the usual one-shot-kill power to make those 400 rounds go a long way. As with the other two weapons, it too is shown to keep a round from the last belt after being reloaded despite its belt-fed nature.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:SS0019.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==M40A1==&lt;br /&gt;
The [[M40A1]] is the standard sniper weapon system used by Delta Force, and the only bolt-action sniper rifle in the game. Its low capacity of 5 rounds and longer time between shots is offset by having a fairly powerful scope that can vary from 2 to 10x magnification and a generous supply of extra ammunition. Like all other weapons in the game, it is treated as if it is fed via detachable magazines, meaning it not only keeps a round in the chamber after every reload (despite the fact that the chamber has to be opened, and thus emptied, to start reloading) but any other rounds left in the internal magazine are dumped on a reload.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg|thumb|none|400px|M40 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SS0015.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82==&lt;br /&gt;
The [[Barrett M82A1]] is present in the game as well. Its higher-capacity magazines trade off for having just a bit more than half as much ammunition in reserve, but it is otherwise a straight upgrade over the M40A1 in every way, with higher power, a faster rate of fire, longer range, and an even more powerful scope that can be magnified up to 14x.&lt;br /&gt;
[[Image:M82a1.jpg|thumb|none|400px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[Image:SS0014.jpg|thumb|none|500px|Note the HUD referring to the gun as &amp;quot;M82A'''L'''&amp;quot;; the 1 was possibly mistaken as a lowercase L.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
An integrally-suppressed [[Heckler &amp;amp; Koch PSG-1]] is the third of three sniper rifles available in the game. It features more ammunition than the Barrett, with 20 rounds per magazine and carrying more in reserve, but in return it is noticeably shorter-ranged than the other two - its scope only features the same 4x magnification as the Colt 733, and its suppressor and subsonic bullets not only cause those bullets to drop off faster at longer ranges, but also make it the only weapon with any noticeable bullet-travel time.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg|thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SS0012.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] is available as a primary weapon, featuring an extremely slow rate of fire in return for the massive power of its 40mm grenades. Interestingly, due to its status as a revolver-type grenade launcher, it is the only weapon in the game that ignores the usual rules regarding chambered rounds. It does, however, still dump any unfired rounds still in those chambers as if the player character was swapping a box magazine.&lt;br /&gt;
[[Image:MM1.jpg|thumb|none|400px|Hawk MM1 - 40x46mm]]&lt;br /&gt;
[[Image:SS0000.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
The [[M136 AT4]] fits into an explosives slot, carried as a tertiary weapon behind the primary rifle or machine gun and secondary submachine gun. It is the recommended weapon in its slot in the majority of missions, save for those where satchel charges are required, primarily because the player cannot go without a weapon in every slot unless they drop it at an armory mid-mission. It nevertheless sees an important use as the player's only option against attack helicopters in missions where they are present, as a single well-placed hit will knock them out of the sky.&lt;br /&gt;
[[Image:At4 m136.jpg|thumb|none|400px|M136 AT4 - 84mm]]&lt;br /&gt;
[[Image:SS0002.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19==&lt;br /&gt;
Much rarer than the M2HB, the [[Mk 19 grenade launcher]] is a noticeably more powerful alternative. Like the M2, it too has an actual ammo supply that can be exhausted despite its role as a mounted weapon in a video game, which also keeps a round in the chamber when reloading.&lt;br /&gt;
[[Image:MK19-02.jpg|thumb|none|400px|Mk 19 - 40x53mm]]&lt;br /&gt;
[[Image:SS0007.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==XM29 OICW==&lt;br /&gt;
Essentially the mascot weapon of the game, the [[XM29 OICW]] is featured, referred to in the armory as the &amp;quot;OICW Landwarrior&amp;quot;. The rifle can be fired in three-round bursts or semi-automatic, and its integrated grenade launcher is included as well as a third firing mode. It also features a scope, which as with the real weapon can reach 6x magnification. While its armory description does make note that the weapon is heavier than similar rifles (six pounds heavier than the M16A2 with M203 in reality, which was three more than the project's target weight), it is presented as an accurate and lethal weapon, killing enemies in a single bullet as most other weapons in the game do and being a viable option for long ranges or against massed groups of enemies with the grenade launcher.&lt;br /&gt;
[[Image:Oicw.jpg|thumb|none|400px|XM29 OICW - 5.56x45mm NATO &amp;amp; 20x28mm]]&lt;br /&gt;
[[Image:SS009.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
{{Novalogic}}&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_4:_Guns_of_the_Patriots&amp;diff=1395883</id>
		<title>Metal Gear Solid 4: Guns of the Patriots</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_4:_Guns_of_the_Patriots&amp;diff=1395883"/>
		<updated>2021-02-01T09:12:26Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Heckler &amp;amp; Koch MP7A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 4: Guns of the Patriots&lt;br /&gt;
|picture = MGS4_North_American_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2008&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 3&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 4: Guns of the Patriots''''' is a 2008 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. It concludes the saga of the character Solid Snake (now known as Old Snake). Set in the year 2014 following the events of the previous games, the storyline takes Snake through a series of warzones where rebels are fighting hired PMC soldiers as part of an ongoing &amp;quot;War Economy&amp;quot; engineered by a mysterious organization known as &amp;quot;The Patriots.&amp;quot; Snake's mission is to uncover a plot by his old nemesis Liquid Snake, now seemingly reborn in the body of the gunman Revolver Ocelot, and set on bringing down the &amp;quot;System,&amp;quot; an apparently invincible computer network which controls the world.&lt;br /&gt;
&lt;br /&gt;
The initial release of the game featured an online multiplayer mode, '''''Metal Gear Online''''', allowing up to sixteen player matches using characters and weapons from the main game. This mode was removed by the ''Metal Gear Solid 4'' 2.00 patch released in June 2012 as the servers were shut down, replaced with an option to install the entire game to the hard drive rather than only the current chapter. All information about ''Metal Gear Online'' below was correct at the time of shutdown.  &lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Metal Gear Solid 4: Guns of the Patriots'':'''&lt;br /&gt;
&lt;br /&gt;
'''Note: Spoilers are present in some weapon descriptions.'''  &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Intro.jpg|thumb|right|450px|Snake admires the place he's going to keep enough weaponry to outfit a company.]]&lt;br /&gt;
''Metal Gear Solid 4'' uses a split inventory system where the player character, Old Snake, can equip up to six weapons, which are then available using a quick-access menu; this is explained as Snake's &amp;quot;backpack,&amp;quot; despite that he is not actually wearing one. The rest can be accessed via the pause menu, this swapping explained in-game as the TARDIS-like depths of Metal Gear Mark 2, a foot-tall robot which seemingly has no issues containing more or less every weapon on this page along with enough ammunition to destroy Belgium. Snake's currently equipped weapons each count their weight towards a total for all gear; heavy loads will cause his &amp;quot;stress&amp;quot; meter (which governs how well he can aim ranged weapons) to rise faster when he moves around. Only weapons count towards weight; ammunition is treated as weighing nothing. This gets bizarre with disposable systems where each reload is a whole weapon in itself but all except the currently held one are treated as weightless &amp;quot;ammunition;&amp;quot; for example, only one of the fifty LAWs Snake can be carrying actually weighs anything for purposes of inventory weight.&lt;br /&gt;
&lt;br /&gt;
Weapons can be found in the environment, but often feature biometric ID locks which prevent unauthorized use. To remove these, Snake can access a &amp;quot;gun launderer&amp;quot; by the name of Drebin and exchange points earned for the &amp;quot;war price&amp;quot; of repeatedly collected weapons, allowing him to purchase ammunition, buy new weapons and accessories, or unlock already collected ID-locked weapons for use. Drebin is explained as having an inside line to the &amp;quot;System&amp;quot; which controls the ID chips so he can replace existing chips with factory blanks (the process leading to the pun of the character called Drebin saying he sells &amp;quot;[[Naked Gun: From the Files of Police Squad!, The|Naked Guns]]&amp;quot;), but in reality such an operative would quickly find himself driven out of business by rogue gunsmiths simply replacing the ID lock parts with the original mechanical ones and bypassing the &amp;quot;System&amp;quot; entirely.&lt;br /&gt;
&lt;br /&gt;
The game removes the &amp;quot;Tactical Reload&amp;quot; option of previous games where unequipping and re-equipping a weapon would instantly reload it; weapons now actually have to be reloaded properly. The animations have an odd quirk: apparently between games, Snake has decided to start practicing the &amp;quot;Middle Eastern Technique&amp;quot; mentioned in ''Metal Gear Solid 3'' of always chambering a new round when reloading, even when performing a mid-magazine reload. Despite this being described in that game as a pistol shooting technique, he does it with every weapon ''except'' pistols; they are correctly shown ejecting an unfired round when he does it unless the magazine was totally spent when the reload is performed. This seems largely done to explain what happens to the &amp;quot;extra&amp;quot; round that was in the chamber of closed-bolt weapons, or otherwise to keep from having to program two reload animations for every weapon. The few open-bolt weapons in this game (realistically) do not eject a round when reloaded, as their mechanisms do not function that way.&lt;br /&gt;
&lt;br /&gt;
The game features an accessory system for weapons, with certain guns able to be customised; this is rather inconsistent, with many weapons not able to receive any modifications at all while only a handful have more than one or two accessory points, the majority limited to either an optional suppressor, underbarrel launcher or taclight. The showcase of the system is Snake's signature &amp;quot;M4 Custom&amp;quot; rifle, which can accept the largest number of accessories of any weapon. Shotguns and most grenade launchers also feature multiple types of ammunition, and weapons typically feature selectable fire modes if they have them in real life.&lt;br /&gt;
&lt;br /&gt;
Accessory tactical weapon lights are shown rather strangely in game; apparently Snake has a fundamentalist attitude towards light discipline and maintains it ''everywhere'', even in broad daylight. This means taclights will only be flashed on and off briefly regardless of what the player wants; the result is only really useful for briefly blinding guards if Snake points the light in their face at extremely close range. However, taclights used by player characters in ''Metal Gear Online'' did not behave in this manner and would remain switched on until manually turned off.&lt;br /&gt;
&lt;br /&gt;
Furthermore, suppressors in the game are handled differently (and less realistically) than they were in the previous game. Suppressed weapons will no longer revert to being unsuppressed once an attached suppressor is worn out; instead, a replacement will automatically and instantly be attached, even if the previous one wore out in the middle of the gun's firing a long burst. In the previous game, a gun with a worn-out suppressor would have it automatically pop off, reverting the weapon to unsuppressed fire until another suppressor was remounted manually, but in this game a suppressed weapon will only revert to being unsuppressed if Snake has no suppressors left for that weapon in his inventory. This was likely done because the PS3 controller's buttons were already assigned to other functions (such as changing ammunition types or turning taclights on/off) in the inventory view, and manually remounting a suppressor by pausing the game and going to the customisation menu would be too cumbersome.&lt;br /&gt;
&lt;br /&gt;
The maximum capacity for many types of ammunition in this game (as well as the number on Drebin's APC) is 893. This is a reference to Japan's yakuza gangs. The word &amp;quot;yakuza&amp;quot; comes from the Japanese pronunciation of  8-9-3, which is a hand in the traditional Japanese card game Oicho-Kabu that scores zero when drawn.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Custom M1911==&lt;br /&gt;
&lt;br /&gt;
Big Boss's highly customised [[M1911_pistol_series|M1911]] from [[Metal Gear Solid 3: Snake Eater|Operation Snake Eater]] can unlocked via entering a password. Being an unlockable &amp;quot;special&amp;quot; weapon, it deals more damage than the other .45 ACP handguns. The Custom M1911 can be fitted with its own unique degradable suppressor; it is not compatible with the ones for Snake's Springfield TRP.&lt;br /&gt;
&lt;br /&gt;
[[Image:1911custom.jpg|thumb|none|400px|An '''airsoft''' reproduction of Big Boss' custom M1911 - (fake).45ACP]]&lt;br /&gt;
[[Image:MGS4-M1911Cus-HQ.jpg|thumb|none|601px|&amp;quot;1911 Custom&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-1911Cus-1.jpg|thumb|none|600px|Snake reloads Big Boss' custom M1911, resisting his genes telling him to first have a three-minute CODEC call about how awesome it is.]]&lt;br /&gt;
[[Image:MGS4-Mark22.jpg|thumb|none|600px|In a painting in Big Mama's church, Big Boss brandishes his custom M1911.]]&lt;br /&gt;
&lt;br /&gt;
==EAA Tanfoglio Thor .45-70==&lt;br /&gt;
&lt;br /&gt;
The [[EAA THOR Pistol|Thor .45-70]] is a highly accurate and incredibly powerful single-shot break action pistol (referred to in the description as a &amp;quot;hand rifle,&amp;quot; but more accurately described as a rifle-caliber pistol) that must be manually chambered after every shot. It is Liquid Ocelot's signature weapon, both in singleplayer and multiplayer; in the singleplayer story he only actually fires it once, and his outfit does not display it openly as previous game did with his revolvers. It can be unlocked and used by the player by either earning the Foxhound emblem or entering a code, and comes with a unique red dot sight; this cannot be removed, and the weapon has no other customization options.&lt;br /&gt;
&lt;br /&gt;
Presumably his use of this weapon over his traditional revolvers is supposed to show the dominance of the Liquid Snake personality over Ocelot's own, with its single-minded focus on power. As the Thor is an M1911 derivative, there is also a parallel between his armament and Snake's, both from the same base but with one focused on strength to the exclusion of anything else, while the other focuses on efficient operation.&lt;br /&gt;
&lt;br /&gt;
[[Image:THOR .45-70.jpg|thumb|400px|none|EAA Tanfoglio Thor - .45-70]]&lt;br /&gt;
[[Image:MGS4-Thor.jpg|thumb|none|601px|Thor .45-70 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Thor-1.jpg|thumb|none|600px|Facing Snake on the fictional Volta River, Ocelot pulls his Thor from an unspecified location inside his coat...]]&lt;br /&gt;
[[Image:MGS4-Thor-2.jpg|thumb|none|600px|...And prepares to fire the only shot he ever fires from it. Though in spite of his line, not at Snake.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
&lt;br /&gt;
The [[FN Five-seveN]] is the standard sidearm for Liquid Ocelot's elite FROG special operations unit (FROG standing for absolutely nothing, but probably has to do with their tendency of jumping all over the place), and is also one of the weapons used by Dwarf Gekko drones. It can be bought from Drebin, taken from a destroyed Dwarf Gekko, or taken from a FROG by disarming them of their primary weapon and then killing them or knocking them out. Since it shares ammunition with the fairly common P90, it is unlikely to have problems with ammunition, and it has a large magazine. However, it cannot mount a suppressor, the only option being a tactical light. The presence of the weapon is a reference to ''Metal Gear: Ghost Babel'' and the ''Ac!d'' games, where it is Solid Snake's primary weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|400px|none|FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:MGS4-Five-Seven.jpg|thumb|601px|none|FN Five-seveN on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
&lt;br /&gt;
The [[Glock 18C]] is the rarely-used sidearm of the rebels in Act II, and can also be purchased from Drebin.  It also has a 33-round magazine, and oddly enough, is the only 9x19mm handgun in the game. It can be customised with a tactical flashlight. The weapon is a reference to ''Metal Gear Solid 2'', where Fatman's weapon of choice (aside from bombs) was a Glock 18, albeit with a 19-round magazine instead. This handgun is also available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|400px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Glock.jpg|thumb|none|601px|Glock 18C on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] can be found in the game in Act 4; its status as Solid Snake's previous handgun in the original ''[[Metal Gear Solid]]'' is noted. It is also used in the Raven Sword PMC commercial in the introduction, and is seen in the holsters of Meryl's Rat Patrol soldiers and Raiden. The SOCOM presented in ''MGS1'', ''MGS2'' and ''MGS4'' is the Phase II model prototype submitted for trials in the USSOCOM Offensive Handgun Weapon System (OHWS) competition around the later part of 1991, and not the actual production model Mark 23 Mod 0. It is distinguished by small cocking serrations on the front of the slide, which the production model, Mod 0, does not have. The Mark 23 mounts the distinctive blocky LAM under the barrel as in previous games, and can also be fitted with a degradable suppressor. The Mark 23 is the subject of a number of the game's &amp;quot;Easter eggs,&amp;quot; including being found almost exactly where it was in the original game. This is the only place it can be found in the campaign, and it is never available from Drebin; the only other way to unlock it is via a cheat code.&lt;br /&gt;
&lt;br /&gt;
This weapon is available in multiplayer, and is also the only firearm that the special character Raiden is equipped with. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|400px|none|Tokyo-Marui '''Airsoft replica''' of the H&amp;amp;K Mark 23 Phase II Prototype - (fake) .45 ACP]]&lt;br /&gt;
[[Image:MGS4-Mk23.jpg|thumb|none|601px|Mark 23 Phase II Prototype on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mk23-1.jpg|thumb|none|600px|'''Snake:''' ''&amp;quot;Just like old times . . . &amp;quot;'' &amp;lt;br&amp;gt;Snake holds his Mark 23 Phase II Prototype as he stands in front of Shadow Moses Island's tank hangar and remembers the good old days.]]&lt;br /&gt;
[[Image:MGS4-UnknownPistol.jpg|thumb|none|600px|Johnny Sasaki (who actually uses a GSR) and the other members of the Rat Patrol have &amp;quot;holster stuffers&amp;quot; that resemble Mark 23, save for Meryl who for reasons best known to herself just wears the empty holster. The model used is fairly inaccurate for a Mark 23, having a metallic tang like a Desert Eagle.]]&lt;br /&gt;
[[Image:MGS4-Mk23-2.jpg|thumb|none|600px|Raiden uses the same holster model except in black, though he's always too busy using his sword and heap of knives to bother with his handgun. His cybernetic body makes him look pretty cool until you get to his feet which have high heels so he can hold his sword with them. [http://www.youtube.com/watch?v=BWsfhmdV4RE&amp;amp;t=1m16s Yes, Really.]]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle]], simply called the &amp;quot;D.E.&amp;quot; is used by Meryl Silverburgh ingame. It can be purchased from Drebin, or occasionally picked up from the &amp;quot;Dwarf Gekko&amp;quot; drones (who amazingly have the strength to fire it accurately from one undersized mechanical hand). A 10-inch barrelled variant with a scope can be unlocked, and is also used by Meryl. &lt;br /&gt;
&lt;br /&gt;
A number of bizarre graphical glitches plague this weapon in the game. First, when Snake reloads the long-barrelled Desert Eagle, he holds an entire second gun in his off-hand rather than just a fresh magazine. Second, there are times when Meryl's slide will lock back and she will not play the reload animation. There may or may not be a round loaded when the second glitch happens; her remaining rounds can't be seen, so it is hard to tell. Third, when Meryl draws her long-barrelled Desert Eagle there are moments in the game when it is still visible within her thigh holster. &lt;br /&gt;
&lt;br /&gt;
This weapon is available in the game's multiplayer mode, Metal Gear Online. Players using Meryl's character online who equip a standard Desert Eagle in the pistol slot and the long-barrelled variant in the primary weapon slot will allow her to switch from one gun to another when the first is empty, without ever pausing to reload. &lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:MGS4-Deagle.jpg|thumb|none|601px|Desert Eagle on the item menu. Note Magnum Research's new barrel with a Picatinny rail. The rail cannot be used on this version, however.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB.jpg|thumb|none|601px|Meryl's special 10&amp;quot;-barrelled Desert Eagle with a scope on the item menu.]]&lt;br /&gt;
[[File:MerylDEMGS4-1.jpg|thumb|none|600px|Meryl aims her Desert Eagle at Snake upon first encountering him. Despite likely wearing her balaclava up until this point, she removes it and does not use it for the rest of the game. The Meryl special character in multiplayer, however, can remove and re-don her balaclava at any time, as can Johnny &amp;quot;Akiba&amp;quot; Sasaki.]] &lt;br /&gt;
[[Image:MGS4-Deagle-3.jpg|thumb|none|600px|Meryl holds her regular Desert Eagle in the Advent Palace. She tends to use the normal one indoors, saving the 10-inch scoped version for outdoors. This relatively sensible choice doesn't really mitigate the bigger issue of using a pair of hand-cannons in the first place.]]&lt;br /&gt;
[[Image:MGS4-Deagle-1.jpg|thumb|none|600px|Snake reloads his Desert Eagle.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-1.jpg|thumb|none|600px|He then re-Deagles his long-barrelled Desert Eagle. This error is most likely caused by forgetting to separate the magazine and weapon objects in the game's files. Strangely, this does not happen if playing as Meryl in Metal Gear Online.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-2.jpg|thumb|none|600px|The first sight of Meryl's specially modified Desert Eagle is, oddly enough, on a monitor in the back of Drebin's Stryker.]]&lt;br /&gt;
[[Image:MGS4-Deagle-2.jpg|thumb|none|600px|By only carrying two Desert Eagles, Meryl fails &amp;quot;rifleman&amp;quot; on two counts, though she might make a passable futuristic pistolier. Note the unusual holster necessitated by her 10&amp;quot;-barrel Desert Eagle's scope mount. She carries the standard Desert Eagle in an abdominal holster on her MOLLE plate-carrier vest.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-3.jpg|thumb|none|600px|As the &amp;quot;System&amp;quot; shuts down for the first time, everyone except Johnny Sasaki suffers a psychological breakdown; this includes Meryl, who drops her long-barrel Desert Eagle as she collapses.]]&lt;br /&gt;
[[File:MGS4DesertEagleLongBarrel.jpg|thumb|none|600px|Screaming Mantis forces Meryl to hold her long-barrelled Desert Eagle to her head, which is a reference to the original [[Metal Gear Solid]] when Psycho Mantis did the same thing to Meryl.]]&lt;br /&gt;
[[File:MGS4DE-1.jpg|thumb|none|600px|Meryl fires her Desert Eagle at FROG soldiers inside Outer Haven.]]&lt;br /&gt;
[[File:MGS4DE-2.jpg|thumb|none|600px|Meryl and Johnny fire a brace of handguns at the FROGs, Meryl wielding her standard and long barrelled Desert Eagles, while Johnny fires a Desert Eagle he got from Drebin along with his SIG-Sauer GSR.]]&lt;br /&gt;
&lt;br /&gt;
== Luger P08 &amp;quot;Artillery Model&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in white is armed with a long-barrelled &amp;quot;Artillery Model&amp;quot; [[Luger P08]].&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Artillery.jpg|thumb|none|400px|Luger P08 - 9x19mm. This is the long barrelled &amp;quot;Artillery&amp;quot; model of the Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Luger.jpg|thumb|none|601px|One of the two strange combatants during the intro's PMC commercial holds up her long-barrelled Luger P08.]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|none|600px|Another shot of the Luger, with the toggle lock visible.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PMM==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM#Makarov PMM|Makarov PMM]] is used by the rebel &amp;quot;mark&amp;quot; Snake has to track during the third Act, and can be purchased from Drebin. It is also the sidearm of the Paradise Lost resistance group as a whole, though they are only seen using it in cutscenes. There is little to be said for it; it uses uncommon ammunition, cannot be customised or suppressed, and really seems to only be in the game to give the rebels in Act 3 a suitably Eastern European sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|400px|none|Makarov PMM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MGS4-PMM.jpg|thumb|none|601px|Makarov PMM on the item menu.]]&lt;br /&gt;
[[Image:MGS4-PMM-1.jpg|thumb|none|600px|A Paradise Lost member draws his PMM as Snake enters their safehouse.]]&lt;br /&gt;
[[Image:MGS4-PMM-2.jpg|thumb|none|600px|A Makarov isn't exactly a Walther PPK, but then Snake isn't exactly James Bond, either.]]&lt;br /&gt;
[[Image:MGS4-PMM-4.jpg|thumb|none|600px|Revisiting the Blast Furnace on Shadow Moses in Act 4, Snake takes on the army of Dwarf Gekko which now live there. Despite the name, the area does not actually contain a blast furnace: perhaps &amp;quot;Two Pools of Molten Metal Room&amp;quot; didn't have the same ring to it.]]&lt;br /&gt;
[[Image:MGS4-PMM-3.jpg|thumb|none|600px|Snake reloads his Makarov PMM.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
In the third Act, a painting of Big Boss brandishing his M1911 Custom with his Mk 22 Mod 0 (Navy modified [[Smith &amp;amp; Wesson Model 39]]) holstered is briefly focused on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk22 Mod 0.jpg|thumb|400px|none|Mk 22 Mod 0 - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Mark22.jpg|thumb|600px|none|Big Boss brandishes his M1911 Custom, with his Mk 22 holstered.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
&lt;br /&gt;
The [[PSS Silent Pistol|PSS]] can be found in several areas throughout the game or bought from Drebin; Drebin seems to have an odd fondness for this weapon, and it commands a premium price when found. It uses 6-round magazines with special &amp;quot;silent&amp;quot; 7.62x42mm ammunition, making it a lethal counterpart to the Mk II tranquilizer pistol (neither has a degradable suppressor). The PSS previously made a brief appearance in ''[[Metal Gear Solid 2]]'', but this game is the first time it became usable by a player character in this series. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|400px|none|PSS Silent Pistol - 7.62x42mm]]&lt;br /&gt;
[[Image:MGS4-PSS.jpg|thumb|none|601px|PSS silent pistol displayed in the item menu.]]&lt;br /&gt;
[[Image:MGS4-PSS-1.jpg|thumb|none|600px|Literally two dozen yards from the end of the first Act, Snake uses his PSS Silent Pistol to make a Praying Mantis soldier silent.]]&lt;br /&gt;
[[Image:MGS4-PSS-2.jpg|thumb|none|600px|The threat dealt with, he reloads his weapon.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Race Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The [http://en.wikipedia.org/wiki/Racegun Race Gun] is based on Strayer Voigt Inc's 1911-styled double stack pistols; it is not even close to a modern high-end race gun, with only the choice of ammunition really distinguishing it as anything unusual. The gun holds 19 rounds in 9x23mm Winchester which is a moderately powered pistol cartridge; the game's version, for reasons which are never particularly apparent, uses rounds lightly loaded with smokeless powder, providing barely enough force to cycle the gun's mechanism. In game terms, this means the low-powered bullets will ricochet off hard surfaces and can be used for the &amp;quot;trick shots&amp;quot; showcased by Revolver Ocelot with his Colt Single Action Army in previous games; the result is basically just a gimmick gun for showing off, and is useless in practical terms thanks to its low damage stats (which appropriately reflect the stopping power of such underloaded ammunition). Once the game is completed at least once, the pistol will be unlocked automatically. The Race Gun cannot be customised. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVI_Infinity.jpg|thumb|none|400px|Strayer Voigt Inc Infinity pistol - 9x23mm Winchester]]&lt;br /&gt;
[[Image:MGS4-Racegun.jpg|thumb|none|601px|&amp;quot;Race Gun&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk II==&lt;br /&gt;
&lt;br /&gt;
An integrally suppressed, manually operated fictional variant of the [[Ruger Mk II]], that fires tranquilizer rounds and has grips with a built-in laser sight and what appears to be a carbon-fiber barrel / upper receiver. It is given to Solid Snake by Otacon early in the game. After the game is completed, it is also able to fire fictional &amp;quot;Emotion&amp;quot; darts which induce one of the game's four psychological states (Cry, Laugh, Rage and Scream) in the target before knocking them out. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:RugerMkIISilenced.jpg|thumb|none|400px|Ruger Mk II pistol with professional Ciener Suppressor - .22 LR. This is a classic Silenced Pistol and this pistol has been seen in several motion pictures]]&lt;br /&gt;
[[Image:MGS4-Ruger.jpg|thumb|none|601px|&amp;quot;Mk. 2 Pistol&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Ruger-1.jpg|thumb|none|601px|The Ruger Mk II is presented to Snake using Metal Gear Mk II's manipulator, Otacon seemingly having decided to give Snake two Mk IIs for the price of one. Note laser sight grips.]]&lt;br /&gt;
[[Image:MGS4-Ruger-2.jpg|thumb|none|600px|Snake operates the bolt of his custom Ruger Mk II. This weapon is the successor to ''MGS2'' and ''MGS3's'' tranquilizer guns, and as in those games is manually operated.]]&lt;br /&gt;
[[Image:MGS4-Ruger-3.jpg|thumb|none|600px|After giving a Praying Mantis PMC soldier a hard-earned rest, Snake reloads his Ruger Mk II.]]&lt;br /&gt;
&lt;br /&gt;
==Shansi Type 17==&lt;br /&gt;
&lt;br /&gt;
Used by Big Mama, this is a Chinese made version of the [[Mauser C96]], chambered for .45 ACP ammunition. The Type 17 can be fired in semi-auto or - incorrectly - full-auto (the real Type 17 never had select-fire capability), and uses a 10-round fixed magazine loaded with a single 10-round stripper clip (common for other C96 versions, but the Chinese copies were usually issued with 5-rounders which allowed them to be reloaded once five or more rounds had been fired). It lacks any customisation options (not even able the option to mount its well-known stock) and also cannot be reloaded until it is totally empty. It can be unlocked by earning the Hound emblem at the end of the game, or through entering a code. While this is the weapon Big Mama used in her previous guise as Eva in ''Metal Gear Solid 3'', it is not the same Type 17, since that one was lost during the motorcycle chase. Big Mama uses this weapon to destroy three Dwarf Gekko drones which manage to infiltrate her European hideout. &lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|400px|none|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-Shansi.jpg|thumb|none|601px|Type 17 on the item menu. Note the undersized fire-selector borrowed from the [[Mauser C96#Mauser M712 Schnellfeuer|Mauser M712 Schnellfeuer]] above and to the right of the trigger; the Shansi Type 17 in reality is not select-fire and thus has no such switch.]]&lt;br /&gt;
[[File:MGS4ShansiType17-0.jpg|thumb|none|600px|Big Mama continues to use the method of &amp;quot;Bandit Shooting&amp;quot; that she utilized in ''[[Metal Gear Solid 3: Snake Eater]]'', turning the gun sideways to clear rooms in a horizontal sweep. This is probably the only way to take the impractical &amp;quot;Gangsta&amp;quot; style shooting and make it practical.]]&lt;br /&gt;
[[Image:MGS4-Shansi-1.jpg|thumb|none|600px|After taking out three Dwarf Gekko drones, Big Mama strikes a pose with her Shansi Type 17.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer GSR==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#SIG-Sauer 1911|SIG-Sauer GSR]] is the standard sidearm for all four of the game's Private Military Companies, and is also used by the small &amp;quot;Dwarf Gekko&amp;quot; drones. Any PMC soldier disarmed of his primary weapon will draw his GSR; the weapon can also be purchased from Drebin or found in a side-room in the first Act. The GSR uses the common .45 ACP round, but is inferior to Snake's default Springfield Operator due to being unable to mount a suppressor (though it does have the advantage of a slightly higher magazine capacity compared to the Operator). &lt;br /&gt;
&lt;br /&gt;
This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is not enabled, the GSR will become the only lethal pistol available to players who are not using unique storyline characters. &lt;br /&gt;
&lt;br /&gt;
[[Image:SIG-GSR12.jpg|thumb|400px|none|SIG-Sauer GSR - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-GSR.jpg|thumb|none|601px|The SIG-Sauer GSR being displayed on the item menu.]]&lt;br /&gt;
[[Image:MGS4-GSR-3.jpg|thumb|none|600px|Investigating a group of dead PMC soldiers in a side-room of the rebel safehouse in Act 1, Snake finds a discarded GSR on the floor.]]&lt;br /&gt;
[[Image:MGS4-GSR-1.jpg|thumb|none|600px|The gun rack in Drebin's Stryker includes two GSRs, two unloaded Glock 18Cs, and in the rack further down a pair of SCAR-H CQC rifles and two copies of Snake's M4A1 Custom; beyond them is a barely-visible AK-102 and a pair of LAWs. Several of these weapons are low-detail since they are part of the Stryker model rather than copies of the normal model. The two boxes between the pistol and rifle racks are the generic model for &amp;quot;custom parts&amp;quot; and are used for both weapon accessories and accessory weapons, such as the GP-30 and Masterkey.]]&lt;br /&gt;
[[Image:MGS4-GSR-2.jpg|thumb|none|600px|As the System breaks down at the end of the first Act, a disoriented PMC soldier equipped with a GSR in his leg holster attempts to give Snake a hug. Note also the two large pouches for M67 hand grenades on his belt.]]&lt;br /&gt;
[[File:MGS4SIGGSR-1.jpg|thumb|none|600px|Johnny fires his GSR at FROG soldiers onboard Outer Haven.]]&lt;br /&gt;
[[File:MGS4SIGGSR-3.jpg|thumb|none|600px|Meryl picks up Johnny's GSR and fires it after he is wounded.]]&lt;br /&gt;
[[File:MGS4SIGGSR-4.jpg|thumb|none|600px|Mei Ling, Captain of the USS ''Missouri'' and returning support character from the first MGS, cradles her GSR as her ship is boarded by a mix of FROG troopers, Dwarf Gekko, and even AI-controlled Metal Gear RAYs. This is the only time in the singleplayer game that she is ever depicted using a firearm (indeed it is the first time throughout the series she is ever seen using one), and her ''Metal Gear Online'' incarnation also restricts her to using handguns as the only firearm class she can equip. This is in line with her depiction throughout the series as a support character rather than a front-line soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory TRP==&lt;br /&gt;
&lt;br /&gt;
A customized [[Springfield Armory Tactical Response Pistol (TRP)|Springfield Armory TRP]] is Old Snake's signature handgun in ''Metal Gear Solid 4'', and the weapon he most commonly has equipped during cutscenes; it is clearly designed to resemble the custom M1911 used by Big Boss during the previous game, though it is by no means identical. It is given to him for free (along with a [[Ruger Mk II]] pistol) by Otacon early in the first Act of the game; Otacon comments that it was never integrated into the System, hence Snake's ability to use it before meeting Drebin. The Operator has the ability to mount both a tactical flashlight and a degradable suppressor, being one of only two pistols able to mount a suppressor and underbarrel accessory (the other being the Mk 23), and uses the very common .45 ACP round. Like the Ruger Mk II, aiming it will automatically activate a laser sight - in this case, it appears to be a Lasermax style sight built into the guide rod, with the activation switch on the slide stop. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The in-game TRP has some difference from the actual Springfield version. It has no front-cocking serrations, a olive drab finished frame similar to the Springfield Armory Loaded MC Operator, the front of the frame is not flush with the cuts in the slide, four &amp;quot;teeth&amp;quot; on the under-barrel rail instead of three, wood grips, and a threaded barrel with a standard 1911 bushing.&lt;br /&gt;
&lt;br /&gt;
[[Image:Springfield_Armory_TRP.jpg|thumb|none|400px|Springfield Armory Tactical Response Pistol (TRP) - .45 ACP]]&lt;br /&gt;
[[Image:Snake_.45.JPG|thumb|none|400px|Old Snake's Springfield TRP.]]&lt;br /&gt;
[[Image:MGS4-Operator.jpg|thumb|none|601px|Springfield TRP on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Operator-2.jpg|thumb|none|601px|Otacon presents the TRP to Snake, with the suppressor installed. Oddly, it tends to not be installed during cutscenes; while this might conceivably be done in case Snake has no suppressors left, Snake has no problem using it when he has no .45 ACP ''ammunition'' left.]]&lt;br /&gt;
[[Image:MGS4-Operator-3.jpg|thumb|none|601px|Snake checks over his TRP after being presented it, first unloading it and examining the slide, then the fit of the suppressor, and finally pulling the trigger to let the hammer fall on the empty chamber. Note that the serial numbers have been ground off the frame, a process that was repeated on the slide.]]&lt;br /&gt;
[[Image:MGS4-Operator-4.jpg|thumb|none|600px|He's soon merrily testing it out on the Praying Mantis PMC soldiers.]]&lt;br /&gt;
[[Image:MGS4-Operator-5.jpg|thumb|none|600px|Snake reloads his TRP; note the handle of his Stun Knife in his left hand. He frequently reloads weapons with this in his hand, as a nod to the CQC knife-and-gun techniques in ''Metal Gear Solid 3'', though this does get extremely silly when he does it with machine guns.]]&lt;br /&gt;
[[Image:MGS4-Operator-6.jpg|thumb|none|600px|Encountering Drebin, Snake keeps his unsuppressed TRP trained on the Gun Launderer, not eager to trust someone who hangs around with a weird hairless monkey thing.]]&lt;br /&gt;
[[File:MGS4OldSnakeSpringerOp.jpg|thumb|none|600px|Snake aims his TRP at Liquid Ocelot at the end of Act 1, unable to get a shot off due to his nanomachines being interfered with by Liquid Ocelot's failed attempt to login to the System using Liquid Snake's DNA. His decision to wait until Ocelot was actually enacting his plan before trying to stop him turned out to be less than wise.]]&lt;br /&gt;
[[Image:MGS4-Operator-1.jpg|thumb|none|600px|Snake aims his TRP at Drebin's weird naked monkey-creature &amp;quot;Little Gray&amp;quot; as he wonders where it all went wrong.]]&lt;br /&gt;
[[File:MGS4SpringerOp-1.jpg|thumb|none|600px|'''Liquid Ocelot:''' ''&amp;quot;When it comes to CQC, I have the upper hand.&amp;quot;'' &amp;lt;br&amp;gt; Liquid Ocelot holds Snake's TRP on him after disarming him at the end of Act 3.]]&lt;br /&gt;
[[File:MGS4SpringerOp-2.jpg|thumb|none|600px|'''Old Snake:''' ''&amp;quot;One last punishment I must endure: erase my genes, wipe this meme from the face of the Earth. This is my final mission.&amp;quot;'' &amp;lt;br&amp;gt; Snake puts the barrel of his TRP in his mouth when preparing to commit suicide, a scene that is viewable right from the beginning of the game and requires completion of the game to fully explain. This screenshot provides a clear view of the laser activation switch on the slide release, and the Bomar-style rear sight.]]&lt;br /&gt;
[[File:MGS4SpringerOp-3.jpg|thumb|none|600px|Unable to commit suicide, Snake fires the only bullet into random space. Note that the slide locked back on an empty magazine follower, despite the fact that Snake only loaded one round in the chamber and then pocketed the magazine. This means the slide should be in battery.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
This category in-game also includes the &amp;quot;Patriot&amp;quot; compact carbine, but that weapon is listed under assault rifles due to firing an intermediate round rather than a pistol round.&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] is the primary weapon of Liquid Ocelot's FROG commando unit and is also used by Laughing Octopus in-game; since the FROGs are a common enemy in the game, ammunition is fairly plentiful. The P90 correctly features an integral reflex sight on the carrying handle, and also has three accessory mounting points, able to fit a suppressor, laser aiming module and a tactical light. Unusually for a game, the 50-round polycarbonate magazine is correctly shown as translucent, and visibly empties as the weapon is fired in first person. This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is enabled, it becomes the most expensive weapon of its type in that mode, thanks to its ease of use and plethora of customisation options. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGS4-P90.jpg|thumb|none|601px|FN P90 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-P90-1.jpg|thumb|none|600px|Liquid Ocelot's all-female special unit, the FROGs, carry P90s as standard-issue; this is in part a callback to the Arsenal Tengu troopers of ''[[Metal Gear Solid 2]]'', who wore similar armor and also wielded P90s. As with the Arsenal Tengus, the gas masks of the FROGs are apparently fake and offer them no protection against gas-based attacks.]]&lt;br /&gt;
[[File:MGS4P90-1.jpg|thumb|none|600px|Close up on the receiver of a suppressed P90. Looking down while lying prone with any gun gives this type of view.]]&lt;br /&gt;
[[Image:MGS4-P90-2.jpg|thumb|none|600px|During the &amp;quot;Guns of the Patriots&amp;quot; sequence in Act 3, a group of FROG soldiers on Liquid's boat manage the impressive feat of firing their P90s for twenty solid seconds without ever once being shown reloading, implying they somehow managed to fit 300 rounds into a standard P90 magazine.]]&lt;br /&gt;
[[File:MGS4P90-2.jpg|thumb|none|600px|A FROG soldier firing her P90.]]&lt;br /&gt;
[[File:MGS4P90-4.jpg|thumb|none|600px|Close up on a FROG's P90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|Heckler &amp;amp; Koch MP5SD2]] can be purchased from Drebin and is equipped with an integral, non-degrading suppressor. However, the tradeoff is that it is one of the weakest weapons in the entire game, and uses the surprisingly uncommon 9x19mm round. This weapon is available in multiplayer, but cannot be customised. The appearance of this weapon is a reference to the &amp;quot;Integral&amp;quot; version of the original ''[[Metal Gear Solid]]'' for the Playstation 1 console that was sold only in Japan, where it was available on the Very Easy difficulty and had infinite ammunition. &lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm, The one in-game has the older S-E-F trigger group.]]&lt;br /&gt;
[[Image:MGS4-MP5.jpg|thumb|none|601px|MP5SD2 on the item menu.]]&lt;br /&gt;
[[File:MGS4MP5SD2-1.jpg|thumb|none|600px|Aiming down the sights of the MPSSD2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is used by several of the PMC operatives in game. It can be first found and used by the player in Act 2 and can be equipped with a unique red dot sight or the ACOG scope. For whatever reason, the weapon is depicted ingame as being distinctly inferior to the P90, lacking any option to attach a suppressor, tactical light, or laser sight (all of which it can use in real life). It is also stuck with using a low-capacity 20-round magazine ingame (intended for use for when the MP7 is issued as a select-fire backup weapon), instead of its more appropriate 40-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hk mp7 b-1-.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Hensoldt RSA red dot sight - 4.6x30mm]]&lt;br /&gt;
[[Image:MGS4-MP7.jpg|thumb|none|601px|MP7A1 on the item menu. Note the side rail segments having been removed; this partially explains why it can't attach a taclight or laser sight, although one has to wonder if Kojima had a personal allegiance towards the P90.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
In the live-action commercial for the Praying Mantis PMC that plays as part of a bizarre sequence at the start of the game, a motorcyclist is shown using a full-size [[Uzi]] submachine gun at one point, though in the rest of the sequence it is a Micro Uzi.&lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Mantis PMC Uzi 1.jpg|thumb|600px|none|The biker aims his Uzi. This is probably some kind of stunt prop, since it only appears when he falls off the bike.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
&lt;br /&gt;
In the rest of the Praying Mantis commercial the biker instead uses a [[Mini Uzi]], using the folded stock as a foregrip. The weapon is probably a replica or Airsoft gun, since the muzzle flashes are CG and the charging handle does not move when it fires.&lt;br /&gt;
&lt;br /&gt;
[[Image:MiniUzi 01.jpg|thumb|none|400px|IMI Mini Uzi with stock folded - 9x19mm]]&lt;br /&gt;
[[File:Mantis PMC Uzi 3.jpg|thumb|600px|none|The biker aims his Mini Uzi. Note it no longer has the folded stock of a full-size Uzi and is generally far smaller.]]&lt;br /&gt;
[[File:Mantis PMC Uzi 2.jpg|thumb|600px|none|&amp;quot;Ha, a transforming robot is no match for my transforming SMG.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon==&lt;br /&gt;
&lt;br /&gt;
The [[Izhmash PP-19 Bizon]] can be purchased from Drebin; the game claims it to be a &amp;quot;new Russian submachine gun,&amp;quot; even though it was twelve years old when the game came out and is eighteen years old in the game's universe; the version in-game is not even a current model, instead being based on the earliest production model. The version in game is chambered for 9x18mm Makarov, which translates into a 64-round magazine capacity. The Bizon cannot be customized.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bizon1.jpg|thumb|none|401px|PP-19 Bizon - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MGS4-Bizon.jpg|thumb|none|601px|Bizon on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] can be purchased from Drebin or found in Act 2 in the hands of the leftist Rebels. It can be equipped with a suppressor, and uses a 30-round magazine of .45 ACP ammunition. Unlike most depictions, Snake actually uses both hands and the stock ingame. Being an open-bolt weapon, it is possibly the only gun in the game with two reload animations. If Snake reloads with ammunition still left in the magazine, he will simply remove and replace it with a loaded one as he would a handgun. On the other hand, if Snake reloads the MAC-10 from an empty magazine, he will first retract the bolt before removing and replacing the magazine. Realistically, in neither case is a round ejected when reloading this weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|320px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-M10.jpg|thumb|none|601px|MAC-10 as &amp;quot;M10&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M10-1.jpg|thumb|none|600px|Snake fires his MAC-10 during the motorcycle sequence of Act 3; apparently Big Mama doesn't mind him firing unsuppressed fully automatic weapons right next to her ear.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion Vz 82==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion_SA#SA Vz. 82 Skorpion|SA Vz. 82 Skorpion]] is used by Paradise Lost resistance members riding motorcycles in the Eastern Europe section of the game (Act 3), and is given to Old Snake by Big Mama in the same level. While called the &amp;quot;Vz. 83&amp;quot; ingame, the game shows it as being chambered in 9x18mm Makarov rather than .380 ACP, making it a Vz. 82. It comes equipped with a visible laser sight.&lt;br /&gt;
&lt;br /&gt;
Its comparatively low magazine capacity of 20 rounds, low stats, and inability to be customised, coupled with the fact that FN P90s can be obtained for free much earlier ingame, make it arguably a weapon hardly-chosen by most players, so it's largely for the nostalgia factor in singleplayer (the very similar [[Sa. Vz.61 Skorpion]] made an appearance in Metal Gear Solid 3), though players can still take advantage of the fact that it's the submachine gun with highest lock-on in the game, being especially useful for one-shotting enemies during the Act 3 chase scene. Multiplayer, however, is a different story, as it is the only firearm in its inventory slot to be available free of charge (if Drebin Points are enabled) for non-unique player characters, as well as possessing the longest auto-aim lock-on range of any weapon in multiplayer modes. &lt;br /&gt;
&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|thumb|none|330px|SA Vz. 82 Skorpion - 9x18mm Makarov.]]&lt;br /&gt;
[[Image:MGS4-Klobb.jpg|thumb|none|601px|Skorpion Vz 82 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Klobb-1.jpg|thumb|none|600px|Big Mama hands Snake a Vz 82 during the cutscene before the motorcycle escape sequence.]]&lt;br /&gt;
[[Image:MGS4-Klobb-2.jpg|thumb|none|600px|As usual, he inspects it before accepting.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
All shotguns in this game can use 00 buckshot, shotgun slugs, or non-lethal &amp;quot;vortex ring&amp;quot; ammunition. The latter references an experimental less-lethal system the US Army studied starting in 1998, using a specialised blank cartridge and a divergent muzzle device to &amp;quot;fire&amp;quot; a focused subsonic pulse of high-spin compressed air (the titular vortex ring) potentially for hundreds of feet and with the possibly of carrying chemical riot control agents or marking dye within the vortex. The project used a modified Mk 19 grenade launcher with 100,000 PSI blank cartridges and chemical reservoirs fitted to the muzzle device, but reliability issues, spillage of agents along the flight path and the ease of dodging the extremely loud subsonic vortex ring led to the conclusion that the weapon was not suitable for crowd control.&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Custom==&lt;br /&gt;
&lt;br /&gt;
A heavily customised [[Remington 870]] can be purchased from Drebin or found in the second Act; it comes with a Surefire dedicated forend WeaponLight as standard, and can also be equipped with an Aimpoint red dot sight or ACOG scope; if neither is fitted, it will have no sights at all, with Snake simply aiming along the top-mounted rail. This weapon is available in multiplayer, and is the only weapon of its type in that mode if the &amp;quot;Drebin Points&amp;quot; option is not enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Model870P 14inlg.jpg|thumb|none|400px|Remington 870 Police &amp;quot;Entry Gun&amp;quot; with a SureFire dedicated forend WeaponLight - 12 gauge. The version in ''MGS4'' is further customised with a top rail instead of iron sights and a collapsible stock similar to the one used by the Mk 14 Mod 0 Enhanced Battle Rifle.]]&lt;br /&gt;
[[Image:MGS4-870C.jpg|thumb|none|601px|&amp;quot;870 custom&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-870C-1.jpg|thumb|none|600px|A FROG reels in confusion as Snake aims a pump-action RIS rail at her. &amp;quot;It's a shotgun, I swear!&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-870C-2.jpg|thumb|none|600px|With the Aimpoint scope attached, the 870 Custom at least looks a bit more respectable.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 &amp;quot;MasterKey&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A short barrelled [[Remington 870]] configured like an [[Knight's Armament Masterkey]] is available as an attachment for the &amp;quot;M4 Custom&amp;quot; only, and can be found in the hands of PMC search teams; curiously, they have it equipped in a standalone configuration with a pistol grip and stock, raising the question of why they aren't just using a regular full-size shotgun instead. The inferior tube magazine capacity and lower effective range would make it far less useful than a full-sized shotgun for general use, and for close quarters combat or door breaching a purpose-built short shotgun would be a far more logical choice than issuing a rifle accessory which needs to be attached to ''another'' accessory to actually function.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|none|400px|Remington 870 with early style Black Synthetic Riot foregrips and buttstock - 12 Gauge.]]&lt;br /&gt;
[[Image:KAC Masterkey.jpg|thumb|none|400px|Masterkey shotgun mounted on a KAC SR-16 - 12 Gauge &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Kacsbsa.jpg|thumb|none|400px|Masterkey in standalone configuration.]]&lt;br /&gt;
[[Image:MGS4-M4CMasterkey.jpg|thumb|none|601px|Masterkey accessory shotgun mounted to the M4 Custom on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Masterkey.jpg|thumb|none|600px|Old Snake's M4 Custom in full recoil as he uses his Masterkey to ruin someone's day.]]&lt;br /&gt;
[[Image:MGS4-Masterkey-1.jpg|thumb|none|600px|Satisified for now, Old Snake reloads his Masterkey.]]&lt;br /&gt;
[[Image:MGS4-Masterkey-2.jpg|thumb|none|600px|Attaching an accessory shotgun to a standalone grip is like buying an iPod and then nailing it to the side of a desktop PC.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
&lt;br /&gt;
The [[Saiga-12]] can be purchased from Drebin. It is the only weapon of its type capable of semiautomatic fire, as well as the only one that uses a detachable box magazine (with a capacity of 8 rounds); along with very clear iron sights, this makes it distinctly superior to the other shotguns in more or less every regard. This weapon is available in multiplayer, but cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
[[Image:MGS4-Saiga12.jpg|thumb|none|601px|Saiga 12 on the item menu, loaded here with less-lethal (in game terms, non-lethal) vortex ring rounds.]]&lt;br /&gt;
[[Image:MGS4-Saiga12-2.jpg|thumb|none|600px|Finding the Advent Palace hotel's kitchen infested with FROGs, Snake takes prompt action before an inspector shows up and shuts the place down.]]&lt;br /&gt;
[[Image:MGS4-Saiga12-1.jpg|thumb|none|600px|Having done his bit for the community, Snake reloads his Saiga 12.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Twin Barrel&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|sawed off side-by-side double barrel shotgun]], that can either be found in the game or purchased from Drebin. For some reason, Old Snake is restricted to using it with a one-handed grip. He can also only fire both barrels at once. Besides Snake, several members of the South American militia, as well as at least one Paradise Lost member utilise this type of weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|400px|Sawed-off Baikal side-by-side shotgun - 12 gauge. Similar to the ''MGS4'' &amp;quot;Twin Barrel,&amp;quot; though the latter has only a single trigger.]]&lt;br /&gt;
[[Image:MGS4-shotty.jpg|thumb|none|601px|&amp;quot;Twin Barrel&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Shotty-1.jpg|thumb|none|600px|A Paradise Lost member holds a sawed-off double-barrel shotgun on Snake as the old man breaks into their headquarters.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-102==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47#AK-102|AK-102]] is used by the rebel forces in the Middle East section (Act 1), and is Solid Snake's first weapon in the game (next to Solid Snake right after the first cutscene after the opening). Until he rendezvouses with the Metal Gear Mk II, the AK-102 is the only firearm that Solid Snake has at the beginning of the game, forcing the player to rely on stealth to get past the game's introductory level. It can be equipped with a [[GP-30]] grenade launcher. This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is enabled, the AK-102 becomes the cheapest assault rifle in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|400px|AK-102 carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-AK102-4.jpg|thumb|none|601px|In the first Act, Snake only manages a short burst from his original militia-issued AK before it jams up on him, leaving him to discard it. An optional CODEC call reveals this was due to faulty locally-produced ammunition.]]&lt;br /&gt;
[[File:MGS4AK102-1.jpg|thumb|none|600px|Snake fires the AK-102 at Praying Mantis PMC troops.]]&lt;br /&gt;
[[Image:MGS4-AK102-3.jpg|thumb|none|600px|Snake reloads his second AK-102. There are two slightly different AK-102 models used in game; the &amp;quot;hero&amp;quot; version used only in cutscenes has 3D-modelled bullets in the magazine, while the in-game one is empty.]]&lt;br /&gt;
[[Image:MGS4-AK102-5.jpg|thumb|none|601px|Snake reloads the &amp;quot;hero&amp;quot; AK model, with a more detailed magazine.]]&lt;br /&gt;
[[Image:MGS4-AK102-2.jpg|thumb|none|601px|Menaced by Gekko, Snake still has time to strike a dramatic pose. He discards this AK shortly after this.]]&lt;br /&gt;
[[Image:MGS4-AK102-1.jpg|thumb|none|601px|Snake encounters his third and last AK-102. Finding it on the ground next to a dead soldier, he carefully checks it for booby-traps before picking it up.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
&lt;br /&gt;
The [[AN-94]] can be found in a shack at the beginning of Act 2 or purchased from Drebin. It can be equipped with a [[GP-30]] grenade launcher. The game correctly simulates the weapon's unusual mode of fully-automatic fire by first firing a 1,800 RPM two-round burst, before cycling the following rounds at 600 RPM. While it is powerful and accurate, it features a very poor iron sight and 5.45x39mm ammunition pickups are basically non-existent, with only a handful in the fourth Act. Its presence is a reference to ''Metal Gear Solid 2'', where Russian mercenaries under the command of Olga Gurlukovich were equipped with the AN-94 during their attack on the Big Shell; unlike its previous incarnation, however, the AN-94 in this game cannot mount a tactical flashlight. &lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 Abakan Nikonov assault rifle - 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AN94.jpg|thumb|601px|none|AN94 on the item menu, equipped with a GP-30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-AN94-3.jpg|thumb|600px|none|Snake holds an AN-94 fitted with a GP-30 grenade launcher as he waits for an elevator in the abandoned Shadow Moses base's nuclear warhead storage building.]]&lt;br /&gt;
[[Image:MGS4-AN94-1.jpg|thumb|600px|none|While waiting, he amuses himself by using the hideously tiny iron sight of the AN-94 to shoot at some of the warheads that the US military left lying around when the base was abandoned in an extremely sensible fashion. Apparently the alteration to his nanomachines that prevented him doing so before is long past its shelf life.]]&lt;br /&gt;
[[Image:MGS4-AN94-2.jpg|thumb|600px|none|Luckily, the lethal radiation leak this used to cause has apparently also passed its shelf life and the warheads no longer care about being shot at, leaving Snake to smugly reload his weapon.]]&lt;br /&gt;
&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
&lt;br /&gt;
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in black is armed with an [[AK-74#AKS-74U|AKS-74U]].&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AKS.jpg|thumb|600px|none|A strangely-dressed pair of live-action combatants duel in the air, one holding an AKS-74U.]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|600px|none|A second shot of the AKS-74U. This seems to be one of those adverts where nobody can actually figure out what the product was after seeing it.]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is not usable in the game, but appears in flashbacks to ''Metal Gear Solid'', as well as the brief &amp;quot;nightmare&amp;quot; sequence of ''MGS1'' gameplay.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[Image:MGS4-FAMAS.jpg|thumb|600px|none|Meryl Silverburgh holds a FAMAS on Solid Snake during a flashback to the first game.]]&lt;br /&gt;
[[Image:MGS4-FAMAS-1.jpg|thumb|600px|none|During the nightmare sequence at the start of Act 4, Snake is treated to some authentic ''MGS1'' gameplay, with the guards still armed with their low-detail FAMAS-G1s as in the original. Note the screen border; this is authentic, and suggests this sequence is the actual PS1 code being run in emulation mode by the PS3.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL]], labelled the FAL Carbine, is seen in the hands of the rebel forces in the Eastern Europe section of the game (Act 3). It can be purchased from Drebin like most other firearms in the game. Snake acquires two or three during cutscenes in Act 3, either disarming someone or taking one from a corpse, but hands them back to their owner or to someone else shortly afterwards each time; the sole rebel actually seen in normal gameplay does not use it either, leaving it as the only 7.62mm NATO weapon that ''has'' to be purchased directly from Drebin, rather than stolen and unlocked or being added to the player's arsenal after a cutscene. Its battle rifle cartridge makes it more powerful shot-for-shot than the ingame assault rifles, and its low rate of fire combined with the long range of its round allows effective full-auto fire from a much longer range, but it can't be customised.&lt;br /&gt;
&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|400px|none|FN FAL, older variant with humped stock and ramp rear sight - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-FAL.jpg|thumb|none|601px|FN FAL on the item menu.]]&lt;br /&gt;
[[Image:MGS4-FAL-1.jpg|thumb|none|600px|Having knocked out several Paradise Lost members, Snake brandishes a FAL he took from one alongside his Stun Knife, preparing to lay some CQC down.]]&lt;br /&gt;
[[Image:MGS4-FAL-2.jpg|thumb|none|600px|The Paradise Lost group prepare to move out as Big Mama delivers a ridiculous speech about how first-person shooter games have trained her &amp;quot;children&amp;quot; to be soldiers. Good thing it's not third-person stealth games that did that.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
&lt;br /&gt;
The short-barrelled CQC variant of the [[FN SCAR#FN SCAR-H|FN SCAR-H]], referred to under its SOCOM &amp;quot;Mk. 17&amp;quot; designation, is the standard battle rifle used by the PMC troops ingame. It can be found fairly early on in Act 1 (simply by killing, subduing, sedating, or disarming PMC troops) up to Act 3, and can be upgraded with various optics, an LDI OTAL (Offset Tactical Aiming Laser), a flashlight and one of two vertical foregrips; it cannot, however, mount the XM320 grenade launcher, Masterkey shotgun, or a suppressor. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-Mk17.jpg|thumb|none|601px|The FN SCAR-H on the item menu. Note the fire selector is always on semi-auto.]]&lt;br /&gt;
[[Image:MGS4-SCAR-2.jpg|thumb|none|600px|Snake reloads his SCAR-H. The bolt will lock back even if there is a round in the chamber.]]&lt;br /&gt;
[[Image:MGS4-SCAR-3.jpg|thumb|none|600px|Praying Mantis PMC soldiers retreat as &amp;quot;Gekko&amp;quot; unmanned vehicles are called in to take their place.]]&lt;br /&gt;
[[Image:MGS4-SCAR-4.jpg|thumb|none|600px|At the end of the first Act, Snake sneaks into the main base of the Praying Mantis PMC. Circumstances conspire to make this a slightly less bad idea than would normally be expected.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3|Heckler &amp;amp; Koch G3A3]] is seen in the hands of the leftist insurgents in the South America section of the game (Act 2). It can also be purchased via Drebin like most other firearms in the game, but cannot be customised. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|400px|none|HK G3A3 - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-Boatanchor.jpg|thumb|none|601px|G3A3 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-G3-1.jpg|thumb|none|600px|Snake uses the ACOG sight of his SCAR-H to admire the trigger discipline of a rebel soldier with a G3A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] is used by the Rat Patrol and other US troops in game, curiously still called XM8 even though it has obviously been formally adopted by the US military in ''Metal Gear Solid 4's'' world. It can be found by the player in a secluded area in Act 2, but cannot be purchased from Drebin. The version seen in game has an early XM8 flash hider with the rest of the features of the later model. It comes with a built-in red dot sight and can be equipped with an XM320 grenade launcher, but no other accessories. Meryl's team each have different versions of the rifle, two of which are not available to the player; Johnny &amp;quot;Akiba&amp;quot; Sasaki uses the compact carbine configuration, Johnathan uses the standard one with a grenade launcher, and Ed has the designated marksman variant. The standard version of the XM8 is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8.JPG|thumb|400px|none|Heckler &amp;amp; Koch XM8 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Xm8 rightmed.jpg|thumb|400px|none|Early Heckler &amp;amp; Koch XM8 - 5.56x45mm NATO. Note &amp;quot;duckbill&amp;quot; flash hider and lack of four oval PCAP holes.]]&lt;br /&gt;
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM8 with an XM320 grenade launcher fitted, on the item menu. Note it uses an early &amp;quot;duckbill&amp;quot; flash hider rather than the later model's &amp;quot;birdcage,&amp;quot; but has the later version's PCAP accessory mounting holes in the handguard.]]&lt;br /&gt;
[[Image:MGS4-XM8-3.jpg|thumb|none|600px|The XM8, as in real life, features a red dot optic as standard; here Snake uses it to take out one of the PMC soldiers guarding the power station.]]&lt;br /&gt;
[[Image:MGS4-XM8-2.jpg|thumb|none|600px|Snake operates the charging handle of his XM8 after a reload.]]&lt;br /&gt;
[[Image:MGS4-XM8-4.jpg|thumb|none|600px|Johnathan has a lie down with his XM8 with XM320. This is what is technically known as a bad idea.]]&lt;br /&gt;
[[File:MGS4XM8-1.jpg|thumb|none|600px|A US Army soldier tries to pull the trigger on his XM8, but the ID lock has been changed by Liquid Ocelot, rendering the weapon useless.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Compact_Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]], the shortest configuration of the XM8, is used by Johnny &amp;quot;Akiba&amp;quot; Sasaki, a member of Meryl Silverburgh's &amp;quot;Rat Patrol&amp;quot; FOXHound unit. While Heckler &amp;amp; Koch marketed this version as the &amp;quot;PDW&amp;quot; configuration, it fires a full-sized assault rifle round, therefore is classified here as a rifle. It is unavailable in singleplayer, but the Johnny Sasaki unique character in multiplayer can use it, and is the only player character in that mode who can select it at the beginning of a match or when respawning. In this mode, it retains the standard variation's red dot sight, but cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8CC.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM8 Compact Carbine with full stock - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-XM8PDW.jpg|thumb|none|600px|'''Old Snake:''' ''&amp;quot;You haven't even taken the safety off, rookie.&amp;quot;'' &amp;lt;br&amp;gt; '''Johnny &amp;quot;Akiba&amp;quot; Sasaki:''' ''&amp;quot;Careful, I'm no rookie! I'm a 10-year vet!&amp;quot;'' &amp;lt;br&amp;gt; Johnny then bears out Snake's accusation by visually inspecting his weapon's safety rather than just flicking his thumb up and forward to ensure the safety is not still engaged or disengage it if it is.]]&lt;br /&gt;
[[Image:MGS4-XM8PDW-1.jpg|thumb|none|600px|The result is fairly predictable, with Snake ambushing Johnny via CQC techniques before turning Johnny's weapon against him and his comrades. Note that since there's only one model for the weapon used in this cutscene, the safety is ''still'' on.]]&lt;br /&gt;
[[Image:MGS4-XM8PDW-2.jpg|thumb|none|600px|Johnny shows off the very &amp;quot;Future Force Warrior&amp;quot; look of the FOXHound unit's gear as he holds his XM8 Compact Carbine, including a backpack computer unit, a computer monitor integrated into his &amp;quot;shades,&amp;quot; and a keyboard attached to his forearm. One very important piece of gear the Rat Patrol never wears, however, is a helmet.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
A customised [[M16_rifle_series#M4.2FM4A1_Carbine|M4A1]] is Solid Snake's assault rifle of choice and is given to him early in Act 1 by Drebin. In the first trailers, he instead steals it from a PMC soldier, and it is equipped with an EOTech 552 sight and a tan XM320 40mm grenade launcher. In the actual game, it can be equipped with an Aimpoint Comp M2 red dot sight, an ACOG scope, a Surefire tactical flashlight, a LDI OTAL (Offset Tactical Aiming Laser), a Knights Armament Company (KAC) or TangoDown vertical foregrip, a Remington 870 Masterkey underbarrel shotgun, an H&amp;amp;K XM320 grenade launcher, and a KAC suppressor. The sheer number of attachments, combined with excellent accuracy, low recoil and the abundance of 5.56mm ammo, makes this one of the best rifles available for a good bit into Act 3. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The weapon itself is based on the M4A1 carbine with a 14.5&amp;quot; barrel, tan A2 pistol grip and tan LE 6-position buttstock. It is equipped as standard with Precision Reflex Industries (PRI) folding front and ARMS#40L rear sights, a Troy Industries CQB flash hider (&amp;quot;CQC compatible&amp;quot;) and a KAC RAS. Though the latter is supposed to be free-floating, it is incorrectly rendered with a standard M4A1 handguard cap.&lt;br /&gt;
&lt;br /&gt;
Drebin makes a series of patently false claims about the M4A1 as shown; he tells Snake the barrel is free-floating (&amp;quot;of course&amp;quot;) despite that the weapon's handguard has an end cap, and claims the weapon is &amp;quot;popular with the big PMCs&amp;quot; despite none ever using it (however, it should be noted that PMC soldiers were shown carrying M4A1s instead of SCAR-Hs in pre-release footage), and claiming it is &amp;quot;the official carbine model used by US Army&amp;quot; even though in the fiction the US Army is shown to have adopted the XM8.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGS4-M4CMasterkey.jpg|thumb|none|601px|M4A1 on the item menu, fitted with a Masterkey accessory shotgun. Unusually for a videogame, mounting an optic will show the weapon with the sights folded down rather than removed entirely.]]&lt;br /&gt;
[[Image:MGS4-M4-1.jpg|thumb|none|600px|Snake is presented with the M4 by Drebin when they first meet as a gift to welcome him to the services of the Gun Launderer. Always one to look a possibly exploding horse in the mouth, Snake proceeds to thoroughly examine it. Note that despite Drebin's claim here, none of the PMCs use the M4 Custom at any point in the game.]]&lt;br /&gt;
[[Image:MGS4-M4-2.jpg|thumb|none|600px|Snake holds his M4 Custom, giving a good look at the rail handguard, flip-up sights and the high-detail magazine of the &amp;quot;hero&amp;quot; cutscene model.]]&lt;br /&gt;
[[Image:MGS4-M4-3.jpg|thumb|none|600px|After a minor diversion involving Snake's old nanomachines preventing the weapon firing (via a component he apparently didn't notice while stripping the weapon), Snake fires the M4 Custom.]]&lt;br /&gt;
[[Image:MGS4-M4-4.jpg|thumb|none|600px|Reloading the non-cutscene M4 reveals a distinct lack of bullets in the magazine.]]&lt;br /&gt;
[[File:MGS4M4Custom-1.jpg|thumb|none|600px|Snake prepares to squeeze off a shot a Vamp with his M4. Note that the fire selector is properly set to semi-auto, but in gameplay selector is always set to full-auto, even if the player selects a different firing mode.]]&lt;br /&gt;
[[File:MGS4M4Custom-2.jpg|thumb|none|600px|Snake aiming his M4 at Vamp. Despite being right-handed, Snake does a pro job of setting up left-handed to remain behind cover, and makes good use of the wall for stability. Shortly thereafter he resumes his normal right-handed stance while turning the gun sideways, ejection port up, to fire at the PMCs guarding Vamp and Naomi.]]&lt;br /&gt;
[[Image:MGS4M4A1.jpg|thumb|none|600px|Old Snake wielding the M4A1 with an EOTech sight in early trailers; this accessory is not available in the final game.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Patriot&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This custom full-auto-only stockless [[M16A1]] with a significantly shortened muzzle-braked barrel and smooth handguard based on the [[Rocky Mountain Arms Patriot Pistol]] and partially inspired by the [[M231 Firing Port Weapon]] that was a originally used by The Boss, is seen briefly at the end of the game. It is wielded by Big Boss, shortly before dropping it and then disarming Solid Snake and embracing him in a fatherly hug.&lt;br /&gt;
&lt;br /&gt;
It can be unlocked by earning the Big Boss emblem after the end of the game or by a password. Its most notable trait is that it has unlimited ammo and never needs to be reloaded (the in-game reason is how its Beta-C magazine, misnamed in the previous game as the &amp;quot;feed mechanism,&amp;quot; vaguely resembles the sideways-8 infinity symbol); it also plays part of the &amp;quot;Snake Eater&amp;quot; theme from ''[[Metal Gear Solid 3: Snake Eater|Metal Gear Solid 3]]'' when aimed. It is classified as an SMG, despite firing an intermediate rifle round, which would in reality make it an ultracompact carbine. The Patriot cannot be customised in-game.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only if a player is randomly selected to have access to it. For some reason, the Patriot in multiplayer is treated as a suppressed weapon with absolutely no firing sounds (even though it cannot mount a suppressor due to the muzzle brake), and its stopping power in that mode is minimal. Unlike ''Metal Gear Solid 3'', player characters will use their off-hand to hold the weapon by its magazine, unlike Big Boss in the aforementioned game who used his off-hand to hold the weapon's handguard. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:MGS4-Patriot.jpg|thumb|none|601px|&amp;quot;Patriot&amp;quot; on the item menu.]]&lt;br /&gt;
[[File:MGS4Patriot-3.jpg|thumb|none|600px|The &amp;quot;Patriot&amp;quot; being fired on the roof of Advent Palace. Note the rear sight and tear-drop forward-assist which a M231 FPW would not have.]]&lt;br /&gt;
[[File:MGS4Patriot-1.jpg|thumb|none|600px|Big Boss levels his &amp;quot;Patriot&amp;quot; at Old Snake. Using the rear sight to aim a gun with no front sight would result in very questionable accuracy, but not as questionable as using one's blind and patched eye to aim, something Big Boss would end up doing a lot more of in [[Metal_Gear_Solid:_Peace_Walker|his next canonical appearance]] in the Metal Gear Solid series.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A2==&lt;br /&gt;
&lt;br /&gt;
The [[Barrett_M82#Barrett_M82A2|M82A2]] can be purchased from Drebin, is Hideo Kojima's personal favourite, and is used the US military forces in Act 3 and later by Johnny &amp;quot;Akiba&amp;quot; Sasaki during Act 5, a curious weapon choice when it is clear that a weapon capable of extended automatic fire would be much better suited to the particular environment he's literally being thrown into. It is also exclusively available to the Akiba special character in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Barrettm82a2.jpg|thumb|400px|none|Barrett M82A2 - .50 BMG]]&lt;br /&gt;
[[Image:MGS4-Barrett.jpg|thumb|none|601px|Barrett M82A2 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Barrett-2.jpg|thumb|none|600px|A US soldier aims a Barrett M82A2 at Liquid's boat from the side door of a helicopter during Act 3.]]&lt;br /&gt;
[[File:MGS4M82A2-1.jpg|thumb|none|600px|Another US soldier aims his Barrett M82A2 off the pier.]]&lt;br /&gt;
[[Image:MGS4-Barrett-1.jpg|thumb|none|600px|He is one of many, many, many soldiers and Marines aiming at said boat. Strangely, most of them aim straight forward even though the boat is ''below'' the bridge they're standing on.]]&lt;br /&gt;
[[Image:MGS4-Barrett-3.jpg|thumb|none|600px|At the start of the final Act, Johnny Sasaki holds his M82A2 as he prepares to launch onto Outer Haven using the giant man-catapult which Drebin owns for some inexplicable reason.]]&lt;br /&gt;
[[File:MGS4M82A2-3.jpg|thumb|none|600px|Johnny aims his Barrett M82A2 at FROG soldiers onboard Outer Haven.]]&lt;br /&gt;
[[File:MGS4M82A2-4.jpg|thumb|none|600px|Johnny fires his M82A2 at the FROGs.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
&lt;br /&gt;
The [[DSR-1]], a bolt-action sniper rifle with a bullpup layout, is used by FROG snipers and can be bought from Drebin; doing so is rather pointless, however, since Snake is automatically given an unlocked DSR-1 at the end of Act 2, after he uses it in a cutscene to free Raiden from Vamp's clutches. This weapon can actually be seen in Snake's possession before this on a rack of weapons on board the Nomad during the briefing sequences, next to the helicopter in the transport bay. The weapon is loud and features a fairly slow bolt-action; this along with a lack of customisation options places it distinctly behind the Mk 14 Mod 0 EBR and VSS in terms of versatility. The ingame calibre is specified to be 7.62x67mm, making it .300 Winchester Magnum. It is used by a few PMC and FROG snipers, the latter resulting in one of the game's more memorably unrealistic scenes in Act 3. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|400px|none|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-DSR.jpg|thumb|none|601px|DSR-1 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-DSR-1.jpg|thumb|none|600px|Snake operates the bolt of his DSR-1.]]&lt;br /&gt;
[[Image:MGS4-DSR-2.jpg|thumb|none|600px|During the motorcycle escape sequence in the third Act, the game uses a &amp;quot;cinematic&amp;quot; camera any time Snake isn't aiming; at one point, a FROG sniper is seen firing her DSR-1 from a distant building. Note the FROGs place the scope against the side of their head rather than lining it up with their eyes; in addition, in this scene the DSR-1 ejects a spent casing immediately, without the bolt being operated.]]&lt;br /&gt;
[[Image:MGS4-DSR-3.jpg|thumb|none|600px|Big Mama reels from the FROG sniper's bullet. As noted above, if the player was using their weapon they will have no idea why this actually happened. Which is probably for the best...]]&lt;br /&gt;
[[Image:MGS4-DSR-4.jpg|thumb|none|600px|...Since apparently Big Mama isn't up on the whole thing where being shot in the heart with a .300 Win Mag is supposed to actually harm you in some way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
&lt;br /&gt;
While not usable in the game, the &amp;quot;press X&amp;quot; flashback after defeating Crying Wolf shows Sniper Wolf's death scene in the original game, with the defeated sniper holding her signature [[Heckler_%26_Koch_G3#Heckler_.26_Koch_PSG-1|Heckler &amp;amp; Koch PSG-1]].&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-PSG1.jpg|thumb|none|600px|Sadly, the static and blur filters thrown over these flashback images mean this is the only frame of Wolf's PSG-1 where the barrel isn't distorted.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Sharpshooter==&lt;br /&gt;
&lt;br /&gt;
A [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Sharpshooter_Rifle|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle]] is used by the character &amp;quot;Ed,&amp;quot; a member of Meryl Silverburgh's &amp;quot;Rat Patrol&amp;quot; FOXHound unit. It is never available to the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8sharp.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp.jpg|thumb|none|600px|Ed checks over his XM8 Sharpshooter. Note Ed's weapon is fitted with the same Insight ISM-V scope as the other members of his unit, rather than the x4 magnifying scope the Sharpshooter variant is supposed to use.]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp-1.jpg|thumb|none|600px|Meryl, Ed and Johnathan demonstrate the capabilities of the &amp;quot;System&amp;quot; by taking down three FROG soldiers in perfect unison, using their shared senses.]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp-2.jpg|thumb|none|600px|Hearing a mysterious sound coming from all around, Ed and Johnathan apprehensively aim their weapons at particularly scary-looking parts of a derelict building.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
&lt;br /&gt;
A hybrid of the [[M14_Rifle#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|M14 EBR-RI and Mk 14 Mod 0]], respectively the US Army and Navy SEAL versions, is used by PMC marksmen in-game and can be purchased from Drebin. Physically, it more closely resembles the EBR-RI, including the black chassis, longer barrel, and original-style flash hider with the front sight attached to it rather than to part of the gas block. However, it utilizes the Mod 0's more distinctive Sage 90905 pistol grip rather than the EBR-RI's M14ERGO, and it has a selector switch which gives it the Mk 14's capability for full-auto fire.&lt;br /&gt;
&lt;br /&gt;
It is the only weapon classified as a sniper rifle in the game that can be modified, with options of a suppressor (making it one of only two suppressed sniper rifles in the game), laser sight, and flashlight. Its full-auto mode makes it very useful even in short-range combat, and the fact that it is available early on, combined with its extensive list of modifications and the fact that it shares ammo with the majority of the PMCs' weapons makes it one of the best guns in the game. This weapon is also available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
It is primarily used by the Praying Mantis PMC in Act 1, with a sniper-spotter team in the intro using one to take out the driver of the truck following behind the one Snake rode in on. The Pieuvre Armement PMC in Act 2 also makes use of the weapon, though in much lower numbers due to the wider array of weapons they make use of; by Act 3, enemies stop making use of the weapon, as the FROGs prefer the DSR-1, the Raven Sword PMC has little use for a sniper rifle in patrolling the streets of a city under lockdown, and the Dwarf Gekko deployed in Act 4 are simply not capable of making use of anything bigger than a pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and vertical RIS foregrip - 7.62x51 NATO]]&lt;br /&gt;
[[image:M14_EBR-RI.jpg|thumb|none|400px|M14 EBR-RI, also with Harris bipod and removed magazine for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-M14.jpg|thumb|none|601px|M14 EBR on the item menu. Note the longer barrel, with the original front sight mounted noticeably forward from the gas tube.]]&lt;br /&gt;
[[Image:MGS4-M14-1.jpg|thumb|none|600px|During the first Act, rebel soldiers are shown trying to storm an urban area guarded by a PMC fireteam, including sniper/spotter teams; the snipers are armed with Mk 14s.]]&lt;br /&gt;
[[Image:MGS4-M14-2.jpg|thumb|none|600px|A second sniper team, with the marksman also armed with a Mk 14.]]&lt;br /&gt;
[[Image:MGS4-M14-3.jpg|thumb|none|600px|Snake reloads his own Mk 14.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Sniper==&lt;br /&gt;
&lt;br /&gt;
A modified [[Mosin Nagant]] sniper rifle with a paratrooper stock and pistol grip can be purchased from Drebin in-game. It is similar, but not identical to, the rifle used by The End in MGS3 (with it being implied in the weapons description as well as Drebin's Database entry that he modified the gun to be similar to The End's famous rifle due to being a fan of legendary military units). Like its MGS3 incarnation, this Mosin Nagant rifle is modified to only fire tranquilizer darts, though in this game this also includes fictional &amp;quot;Emotion&amp;quot; darts which cause targets to experience one of the game's four psychological states (Cry, Rage, Laugh or Scream). However, the Mosin Nagant rifle in this game has a 5-round internal magazine capacity (compared to The End's rifle which was single shot only), and is no longer treated as a silenced weapon. It can be reloaded with a 5-round stripper clip, even if it is not totally empty. This weapon is available in multiplayer, but without the &amp;quot;Emotion&amp;quot; ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|400px|none|Mosin Nagant M91/30 Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-Mosin.jpg|thumb|none|601px|Custom Mosin-Nagant on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mosin-1.jpg|thumb|none|600px|Snake shows off The End's Mosin Nagant, which Drebin acquired somehow.]]&lt;br /&gt;
[[Image:MGS4-Mosin-2.jpg|thumb|none|600px|Snake operates the bolt of his Mosin Nagant, correctly shown as the turned-down bolt handle of a sniper version.]]&lt;br /&gt;
&lt;br /&gt;
==SVDS==  &lt;br /&gt;
&lt;br /&gt;
The [[SVDS]], a modernised, shortened version of the [[SVD Dragunov]] intended for paratroop use is seen in the hands of militiamen and rebel snipers in Acts 1 and 2. The weapon cannot be customised or mount any kind of suppressor, but the ammunition is relatively cheap and the weapon a semi-automatic rather than bolt-action, making it a middle-of-the-road weapon. The scope features an error: the number in the stadiametric rangefinder indicating the height of the reference target is &amp;quot;10&amp;quot; rather than the correct &amp;quot;1.7;&amp;quot; either that or in Snake's world shooting at 32-foot tall monsters is more important than shooting at infantry. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD-S-Rifle.jpg|thumb|400px|none|SVDS - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-SVD.jpg|thumb|none|601px|SVD on the item menu.]]&lt;br /&gt;
[[Image:MGS4-SVD-1.jpg|thumb|none|600px|Nobody had expected Snake to disguise himself as Venom.]]&lt;br /&gt;
[[Image:MGS4-SVD-2.jpg|thumb|none|600px|As ever, Snake can't stand the idea of having a round lazing around in the chamber of one of his long guns after going to all the effort of reloading it, so gives the charging handle a yank to send it on its way.]]&lt;br /&gt;
[[Image:MGS4-SVD-3.jpg|thumb|none|600px|As with the other sniper weapons, the SVD's scope has two zoom levels, the reticle slightly altering to take account of this. This is low-power...]]&lt;br /&gt;
[[Image:MGS4-SVD-4.jpg|thumb|none|600px|...And this is high. Note the windage / lead marks have changed.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
&lt;br /&gt;
The [[VSS Vintorez]] appears in the game, and can only be found in a room in Act 2; it cannot be bought from Drebin at any point in the game. It has an integral (non-degradable) suppressor, and like the M14EBR is capable of fully-automatic fire, though its shallower 10-round magazine can become a liability in close-range firefights. Since it uses the same reticle model, it duplicates the Dragunov's error of showing the reference height for the target as 10 metres instead of 1.7 metres. This weapon is available in multiplayer, and is capable of firing tranquilizer rounds in multiplayer only. &lt;br /&gt;
&lt;br /&gt;
[[Image:Vss1.jpg|thumb|401px|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[Image:MGS4-VSS.jpg|thumb|none|601px|VSS on the item menu.]]&lt;br /&gt;
[[Image:MGS4-VSS-1.jpg|thumb|none|600px|Out and about in Millennium Park, Snake aims his VSS Vintorez.]]&lt;br /&gt;
[[Image:MGS4-VSS-2.jpg|thumb|none|600px|Snake uses the scope of his VSS to help out his friend. &amp;quot;Well, that's a load off my mind. Thanks, Snake!&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-VSS-3.jpg|thumb|none|600px|Reloading the VSS.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
As was the case in ''[[Metal Gear Solid 3: Snake Eater]]'' with the [[Stoner 63]], player characters firing machine guns continuously will yell in classic ''&amp;quot;[[Rambo]]&amp;quot;'' tradition. Weapons in this category all have a strange ammunition display quirk; the ammunition bar only shows fifty rounds, with every tenth round marked white. This will scroll as the gun is fired and only count down when 49 or fewer rounds are left on the belt.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler &amp;amp; Koch HK21E]] is seen in the hands of a rebel militiaman in the early portion of the Middle East section of the game (Act 1). In a conversation that can be overheard if the player remains hidden or has earned the trust of the rebels, he claims that it is an enemy gun, yet strangely none of the PMC troopers in the level are seen using it. The rebel militiaman also refers to it as &amp;quot;the very latest model&amp;quot;, when in actuality the weapon was designed in the 1980s, some 30 years before the events of the game take place. It can be stolen in this location, or can be purchased via Drebin like most other firearms. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK21E.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-HK21E.jpg|thumb|none|601px|HK21E on the item menu. Note that it has the 5-vent handguard of a regular HK21 and a shortened barrel like that of an HK11 or HK23.]]&lt;br /&gt;
[[Image:MGS4-HK21E-1.jpg|thumb|none|600px|A rebel soldier brags about his &amp;quot;laundered&amp;quot; HK21E, ignoring several rules of firearm safety by waving it at his friend, even if his finger isn't on the trigger.]]&lt;br /&gt;
[[Image:MGS4-HK21E-2.jpg|thumb|none|600px|Snake reloads an HK21E as a FROG trooper self-incinerates nearby. It's never particularly clear why they do this, so it's probably nanomachines. Note that the belt of the old drum vanishes just as Snake detaches it; this is the new drum being put in place.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov PKM==&lt;br /&gt;
&lt;br /&gt;
The [[PK Machine Gun]] is seen in the hands of militia and rebels in Act 2. At the time this machine gun is first made available to the player, this gun is a good 40-50% more powerful at close range than any other automatic weapon. However, ammo is uncommon and expensive and it cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:PKM-mg.jpg|thumb|400px|none|PKM with classic (most seen) version of the flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-PKM.jpg|thumb|none|601px|PKM on the item menu.]]&lt;br /&gt;
[[Image:MGS4-PKM-1.jpg|thumb|none|600px|Snake opens up on Pieuvre Armement PMC soldiers with his PKM, angered at the PMC's name being so hard to spell.]]&lt;br /&gt;
[[Image:MGS4-PKM-2.jpg|thumb|none|600px|His fury abated, it's time to reload.]]&lt;br /&gt;
[[Image:MGS4-PKM-3.jpg|thumb|none|600px|The rebel soldier thankfully realizes that Snake pointing a SCAR-H at his groin is just the old man's way of saying good morning.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
&lt;br /&gt;
The [[M60 machine gun|M60E4]] is used by the PMC operatives in game. It can be equipped with optics, foregrips, a laser sight, and a flashlight. This weapon is available in multiplayer, and is the only weapon of its type in that mode. Unlike the MAC-10 (the only other open-bolt weapon in the game), Snake will always pull the bolt back after reloading the M60E4 (in reality this is only necessary for open-bolt weapons if the trigger was held down after the last round in a magazine/belt was fired).&lt;br /&gt;
&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M60.jpg|thumb|none|601px|M60E4 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M60-1.jpg|thumb|none|600px|Snake sights up a Pieuvre Armement PMC soldier armed with an M60E4.]]&lt;br /&gt;
[[Image:MGS4-M60-4.jpg|thumb|none|600px|Snake revisits Shadow Moses, bringing a touch more firepower this time.]]&lt;br /&gt;
[[Image:MGS4-M60-2.jpg|thumb|none|600px|Having foolishly alerted the million billion Dwarf Gekko which have apparently colonized the Tank Hangar, Snake does the only reasonable thing, whipping out his M60E4 and getting started making a big pile of scrap metal.]]&lt;br /&gt;
[[Image:MGS4-M60-3.jpg|thumb|none|600px|The Werewolf PMC appears to be trying to deploy more Dwarf Gekko drones than a potential enemy has bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 46 Mod. 0==&lt;br /&gt;
&lt;br /&gt;
The [[FN_Minimi#Mk_46_Mod_0|Mk. 46 Mod. 0]] can be purchased from Drebin; it is mislabelled as a Mod 1, but has the 12 o'clock rail on the handguard that is not present on the Mod 1. It features the same customisation as the M60, but it is much lighter and fires the less powerful 5.56x45mm cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk. 46 Mod. 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-Mk46.jpg|thumb|none|601px|&amp;quot;Mk. 46 Mod.1&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mk46-1.jpg|thumb|none|600px|Snake starts to reload the Mk. 46 by pulling back the charging handle, giving a good view of the 12 o'clock rail on the handguard; this shows the weapon is actually a Mod 0. Despite its inclusion, there is no accessory that can be mounted on this rail.]]&lt;br /&gt;
[[File:MGS4Mk46Mod0-1.jpg|thumb|none|600px|Snake unloads his Mk. 46 on PMCs while atop Drebin's Stryker.]]&lt;br /&gt;
[[File:MGS4Mk46Mod0-3.jpg|thumb|none|600px|Snake reloads his Mk. 46 in the hallway at Shadow Moses where the Cyborg Ninja's infamous massacre took place.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
&lt;br /&gt;
The [[FGM-148 Javelin]] is found in Act 1 and can be purchased from Drebin. It is erroneously shown as a SACLOS device requiring full-course guidance by the operator, with Snake discarding the entire launcher including the CLU after every shot and pulling out a fresh Javelin from more or less nowhere; it also cannot be used in top-attack mode by the player. Most of the time it is used by NPCs it is seen being used in an incorrect direct-fire mode; in real life, even shots fired in this mode start their flight with a rapid climb, while in game the missile flies straight forwards. The only time it is shown firing correctly is during Act 1, when a group of hidden PMC soldiers will fire missiles in top-attack mode to destroy a rebel BMP-3 IFV if the player protects it for long enough.&lt;br /&gt;
&lt;br /&gt;
It is never at all clear ''why'' it operates the way it does; presumably, the lack of lock-on capability is to separate the weapon functionally from the Stinger, and the SACLOS guidance intended to be reminiscent of ''MGS1'' and ''MGS2's'' fly-by-wire &amp;quot;Nikita&amp;quot; missile launcher, but this doesn't really explain why the resulting mechanics were given to a Javelin launcher rather than a fictional ATGM system.&lt;br /&gt;
&lt;br /&gt;
[[Image:Javalin.jpg|thumb|400px|none|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:MGS4-Javelin.jpg|thumb|none|601px|FGM-148 Javelin on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Javelin-1.jpg|thumb|none|600px|Snake moves into position with a Javelin during the second Act, preparing to provide the rebels with a touch more firepower.]]&lt;br /&gt;
[[Image:MGS4-Javelin-2.jpg|thumb|none|600px|Sighting up a PMC Stryker through the scope of the Javelin. In theory, it's possible to top-attack by guiding the round up and then down, but this offers no meaningful advantage over direct fire.]]&lt;br /&gt;
[[Image:MGS4-Javelin-3.jpg|thumb|none|600px|With the Stryker destroyed, Snake reloads by throwing the entire launcher away and pulling another one out of thin air. Apparently it doesn't occur to him to re-use the $80,000 Command Launch Unit. Note that Snake can carry up to ''fifty'' complete launchers; this means his invisible backpack has a carrying capacity exceeding one ton.]]&lt;br /&gt;
[[Image:MGS4-Javelin-4.jpg|thumb|none|600px|Snake sights up a PMC Javelin operator during the first Act. With due diligence, it's possible to escort the mildly suicidal BMP-3 past every launcher...]]&lt;br /&gt;
[[Image:MGS4-Javelin-5.jpg|thumb|none|600px|...Whereupon a hidden Praying Mantis soldier suddenly remembers how the Javelin actually works.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92 Stinger]] can be purchased from Drebin, and is also found in the back of the truck in the Nuclear Warhead Storage Building, Floor 1, in Act 4. Unlike previous games where it was reloaded in a completely unspecified manner, in ''MGS4'' Snake will discard the launcher after firing (without detaching the gripstock) and pull another one from thin air. As per series norms, the Stinger is incorrectly shown as a strange all-purpose missile, able to lock on to aircraft, ground vehicles, and even infantry with its iron sight somehow functioning as a digital display, and the missile is shown seeking straight out of the tube rather than flying in a straight line for 660 feet as with the real weapon. As is common in media, it is shown with the IFF antenna opened up even though Snake is not wearing the IFF interrogator box required to render the antenna actually useful. Snake also does not insert a BCU into the launcher, meaning it would have no power and the seeker would not function.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[Image:MGS4-Stinger.jpg|thumb|none|601px|FIM-92 Stinger on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Stinger-1.jpg|thumb|none|600px|With a determined look on his face, Snake clutches a Stinger as he advances on the Confinement Facility. As with the Javelin, being old apparently doesn't stop him lugging two thousand pounds of Stingers around.]]&lt;br /&gt;
[[Image:MGS4-Stinger-2.jpg|thumb|none|600px|Snake readies a Stinger as his previous one fails to take down a PMC helicopter. Reloading before impact broke the previous round's lock-on (something that should not be possible since Stinger is a fire-and-forget weapon), leaving it to fly off aimlessly.]]&lt;br /&gt;
[[Image:MGS4-Stinger-3.jpg|thumb|none|600px|The helicopter is not nearly as lucky the second time around.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
&lt;br /&gt;
The [[GP-series grenade launcher|GP-30 grenade launcher]] can be attached to the AK-102 and AN-94. It can be found in the Advent Palace Hotel in Act 1, in a secret room at the start of Act 2, or bought from Drebin. It can be used in multiplayer on the AK-102 if Drebin Points are enabled. The GP-30 correctly does not share ammunition with the other 40mm grenade launchers (as it uses caseless VOG-25 grenades, which are incompatible with 40mm NATO grenade launchers); in game, it can only use high explosive rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|400px|GP-30 grenade launcher mounted on AK-74 - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP-30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-GP30-1.jpg|thumb|none|600px|Snake reloads the GP-30 mounted under his AN-94 assault rifle.]]&lt;br /&gt;
[[Image:MGS4-GP30.jpg|thumb|none|600px|Snake finds a GP-30 in the Advent Palace Hotel. As noted previously, this &amp;quot;Custom Parts&amp;quot; box item is used to represent any accessory weapon or weapon accessory.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25 Mock-Up==&lt;br /&gt;
&lt;br /&gt;
An early mock-up of the [[Heckler &amp;amp; Koch XM25]] made for demonstration purposes is shown in game as the actual weapon. A semi-automatic grenade launcher chambered in 25mm, it fires airbursting HEAB (High Explosive Air Bursting) rounds, which function rather like the PK rockets in ''Battlefield 2142''; while the weapon is held normally they are simply impact detonated, but scoping shows a display with an always-on rangefinder. Pressing up or down on the D-pad freezes at the currently displayed range, with further presses adjusting the detonation distance up or down. It can be found on the catwalk of one of the control towers in Act 4, and is the only heavy weapon usable during the motorcycle chase in Act 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm25 3.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM25 mock-up - 25 x 40mm. This is a non-firing demonstrator which looks substantially different to the final version.]]&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|none|402px|Pre-2015 functional XM25 for comparison - 25 x 40mm. The version in ''MGS4'' was clearly based on the former.]]&lt;br /&gt;
[[Image:MGS4-XM25.jpg|thumb|none|601px|XM25 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-XM25-1.jpg|thumb|none|600px|Snake fires his XM25 in over-shoulder mode; fired like this, the grenades are impact detonation only.]]&lt;br /&gt;
[[Image:MGS4-XM25-2.jpg|thumb|none|600px|Using the scope, on the other hand, allows the HEAB rounds to be used properly. The two range figures to the right are the range to the object currently being aimed at (white) and the current detonation distance (red). It fires in impact mode until the D-pad is touched to fix and then alter the range. The launcher &amp;quot;forgets&amp;quot; the set range if Snake stops aiming down the sight.]]&lt;br /&gt;
[[Image:MGS4-XM25-3.jpg|thumb|none|600px|Snake reloads his XM25 as he tries to ignore what Johnny Sasaki is currently doing nearby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM320==&lt;br /&gt;
&lt;br /&gt;
A mixture of the early version and later version of the [[Heckler &amp;amp; Koch M320|Heckler &amp;amp; Koch XM320]] grenade launcher is the underbarrel launcher for the M4 Custom and XM8 rifle; it lacks the MP7-style folding front grip added to the production M320 and has the early style trigger guard, therefore is correctly labelled in the game, even if it makes little sense in-universe for it to still have an XM- designation. It can be purchased from Drebin, and is also carried by some PMC members in stand-alone form in the South America portion of the game; it cannot be used by the player in this form. The XM320 has four ammo types; it can fire HE rounds, white phosphorous, stun grenades and smoke rounds. The attachment is also available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:XM320.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM320 - 40x46mm. Note lack of a front grip, added only to the production M320. The version in-game uses an earlier version of the trigger guard.]]&lt;br /&gt;
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM320 grenade launcher mounted to an XM8 rifle on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M320-1.jpg|thumb|none|600px|Assaulted by Pieuvre Armement PMC soldiers, Snake loads a white phosphorous round into the XM320 mounted to his XM8.]]&lt;br /&gt;
[[Image:MGS4-M320-2.jpg|thumb|none|600px|He stops being assaulted immediately afterward.]]&lt;br /&gt;
[[Image:MGS4-M320-3.jpg|thumb|none|600px|Later, he encounters two more PMC soldiers defending the Confinement Facility with their standalone XM320s. Thankfully, PMC soldiers can only use high explosive rounds in their launchers.]]&lt;br /&gt;
&lt;br /&gt;
==M72A3 LAW==&lt;br /&gt;
&lt;br /&gt;
The [[M72 LAW]] is used by a small number of rebels in Act 2. It is a little strange for this extremely elderly LAW variant to still be around during the game's events: the A3 was superseded in the 80s.&lt;br /&gt;
&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|400px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[Image:MGS4-LAW.jpg|thumb|none|601px|M72A3 LAW on the item menu.]]&lt;br /&gt;
[[Image:MGS4-LAW-1.jpg|thumb|none|600px|Snake comes across a rebel soldier with his M72 at the ready during the game's second Act.]]&lt;br /&gt;
[[Image:MGS4-LAW-2.jpg|thumb|none|600px|Taking aim down the sights of an M72A3 LAW. Or rather, the sight; the weapon is incorrectly shown with the player's point of view in front of Snake's right hand, using only the front sight with the rear one not visible. To actually do this, Snake would have to be reaching back over his own shoulder with his right hand. The use of this sight shows this is indeed an A3 variant, since the A4 had simplified iron sights derived from the cancelled FGR-17 Viper.]]&lt;br /&gt;
[[Image:MGS4-LAW-3.jpg|thumb|none|600px|Snake discards a spent LAW and extends another; the ground model is actually a closed tube, meaning the tube instantly collapses as it leaves Snake's hands.]]&lt;br /&gt;
[[Image:MGS4-LAW-4.jpg|thumb|none|600px|As Drebin moves to give Snake a shot of suppressor Nanomachines to let him use non-ID guns, two low-detail LAWs are visible in the weapon rack of his Stryker. These are low-detail because they are part of the Stryker model itself rather than copies of the normal in-world model.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] appears as the &amp;quot;MGL-140,&amp;quot; it is used by Raging Raven and is acquired by Solid Snake upon defeating her. This weapon had been responsible for causing the van Snake and Big Mama had been escorting to crash. Upon retrieving it from Raging Raven, Drebin offers to remove the ID lock for Snake, although under the condition that after the events of the mission are over, Drebin be supplied with the weapon itself (it's implied in his databank entry that the reason for this condition is due to his being a big fan of legendary units including the BB Corps). It shares the ammunition reserve of the XM320, and can use the same four ammunition types: HE fragmentation, white phosphorous, &amp;quot;flashbang&amp;quot; stun rounds and smoke rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:MGS4-MGL.jpg|thumb|none|601px|MGL-140 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-MGL-1.jpg|thumb|none|600px|Raging Raven flies overhead during the introduction of the B&amp;amp;B Corps in the first Act, showing off her MGL-140 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-MGL-4.jpg|thumb|none|600px|Later, in the third Act, the MGL gets a closeup as Raven fires a grenade at the van Snake and Big Mama are escorting. Her MGL lacks a foregrip, but one can be fitted afterwards.]]&lt;br /&gt;
[[Image:MGS4-MGL-3.jpg|thumb|none|600px|Finally getting her boss fight in Act 3, Raven has her pre-battle speech...]]&lt;br /&gt;
[[Image:MGS4-MGL-2.jpg|thumb|none|600px|...During which, for reasons known only to himself, Snake doesn't shoot her. Perhaps he's marvelling at how this isn't even the weirdest thing that's happened to him ''today''.]]&lt;br /&gt;
[[File:MGS4MilkorMGL-4.jpg|thumb|none|600px|Snake collects Raven's MGL-140 after defeating her.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is used by the rebels in the first Act, and a large number of unlocked RPG-7s are present throughout the first stage, seemingly primarily to give the player some quick Drebin Points due to their high trade-in value. This weapon is available in multiplayer, and is the only one of its type in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7.jpg‎ |thumb|none|400px|RPG-7V with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:MGS4-RPG.jpg|thumb|601px|none|RPG-7 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-RPG-1.jpg|thumb|none|600px|A rebel aims his RPG-7 during ''MGS4's'' first Act.]]&lt;br /&gt;
[[Image:MGS4-RPG-2.jpg|thumb|none|600px|Snake fires on a Stryker using the PGO-7 scope of his RPG-7; the illuminated red dot at the aim point is obscured here by the flare of the rocket's sustainer motor.]]&lt;br /&gt;
[[Image:MGS4-RPG-3.jpg|thumb|none|600px|Snake starts to reload his RPG-7, showing off the PGO-7 scope.]]&lt;br /&gt;
[[Image:MGS4-RPG-4.jpg|thumb|none|600px|Snake finds a box of RPG-7 ammunition lurking around in the rebel base in Act 1. This is the generic pickup item used for all rocket launcher ammunition.]]&lt;br /&gt;
&lt;br /&gt;
=Thrown / Placed=&lt;br /&gt;
&lt;br /&gt;
==Airsoft gas charger grenade==&lt;br /&gt;
&lt;br /&gt;
A grenade with a thin, smooth cylindrical body is used as the model for both the &amp;quot;flashbang&amp;quot; stun grenades and the game's fictional electronic warfare &amp;quot;chaff&amp;quot; grenades. This appears to be based on a grenade-shaped gas bottle for Airsoft guns, such as the one shown below. Stun grenades can be found throughout the game or bought from Drebin, and stun all enemies within a fixed radius who can see them while also causing an instant alert if there wasn't one already. The Chaff Grenade is treated as a &amp;quot;secret&amp;quot; weapon; only a handful can be found during the entire game, usually in out-of-the-way places, and Drebin never sells them; they are basically a short-duration EMP-like effect rather flimsily explained as strips of metal which are spread throughout the entire current area via magic. Using one temporarily disables security cameras, alarms and enemy radios, and temporarily paralyses any drone vehicles present. This lasts until the magic fades and all the strips of metal return to wherever they came from in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Image:DAM116A101.jpg|thumb|none|200px|EAIMING &amp;quot;M116A1 Distraction Device Grenade,&amp;quot; an Airsoft gun gas charger built to resemble a hand grenade. &amp;quot;M116A1&amp;quot; is actually the US army's code for a simulation hand grenade with a paper body, used in training.]]&lt;br /&gt;
[[Image:MGS4-StunG.jpg|thumb|none|601px|&amp;quot;Stun grenade&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-ChaffG.jpg|thumb|none|601px|&amp;quot;Chaff grenade&amp;quot; on the item menu. M363 is actually an obsolete anti-infantry canister round developed for the 76mm guns of the M4 Sherman and M41 Walker Bulldog tanks.]]&lt;br /&gt;
[[Image:MGS4-StunG-1.jpg|thumb|none|600px|After FROG soldiers knock a hole into the Advent Palace Hotel's bathroom, they toss a stun grenade inside, visible next to Meryl's head. The explosion, if looked at, turns the screen completely white; this can be simulated by looking to the right of this image.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Charge==&lt;br /&gt;
&lt;br /&gt;
Remote-detonated M112 C4 Demolition Charges are available during the game, and can be placed on the ground or objects and then detonated in the order they were originally placed. Precisely what attaches them to surfaces is not clear; the charges can be fixed to non-magnetic surfaces, and lack any obvious adhesive.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 demolition charge]]&lt;br /&gt;
[[Image:MGS4-C4.jpg|thumb|none|601px|&amp;quot;C4&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M18 smoke grenade]] is the basis for the &amp;quot;fat&amp;quot; versions of the Stun and Chaff grenade seen in the ''MGS1'' nightmare sequence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[Image:MGS4-M18-2.jpg|thumb|none|600px|During the Act 4 ''MGS1'' nightmare, Snake is surprised at finding a security camera in a top-secret base as he brandishes a &amp;quot;Chaff Grenade&amp;quot; based on an M18. Due to PS1-era graphical limitations, the grenade is bigger than his head.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] mine is used as a trap in several locations throughout the game; as usual in the series, the mines use a proximity detonator rather than the real weapon's command detonation, although they lack the optical camouflage seen in the first two games which made them invisible.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:MGS4-Claymore.jpg|thumb|none|601px|M18A1 Claymore on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Claymore-1.jpg|thumb|none|600px|Snake spots a Claymore in the lobby of the Advent Palace Hotel, deciding that practical jokes by the staff must have really got out of hand.]]&lt;br /&gt;
[[Image:MGS4-Claymore-2.jpg|thumb|none|600px|Luckily ''MGS'' series standards still apply, and Claymores are apparently both extremely hot for no readily determined reason and can be stolen by crawling over them.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M34 White Phosphorous grenade]] is available to the player only, and creates a burning cloud of white phosphorous which ignites enemies on contact.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[Image:MGS4-WP.jpg|thumb|none|601px|M34 White Phosphorous grenade on the item menu.]]&lt;br /&gt;
[[Image:MGS4-WP-2.jpg|thumb|none|600px|Snake looks down the iron sight of his MP5SD2 at a case of WP grenades; this is the generic pickup model used by every type of grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M67 hand grenade]] is used by most enemies in the game and can be used by the player; it is also part of the armament of the &amp;quot;Gekko&amp;quot; bipedal IFVs, which can throw grenades using their manipulator tentacles. As with the Stun and Chaff grenades, it seems the in-game model was actually based on an Airsoft gas charger bottle; the shape of the grenade body is distinctly incorrect for a real M67 but matches several gas charger models.&lt;br /&gt;
&lt;br /&gt;
[[Image:FakeM67.jpg|thumb|none|200px|'''Airsoft''' &amp;quot;M67 hand grenade&amp;quot; gas bottle]]&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[Image:MGS4-M67.jpg|thumb|none|601px|M67 hand grenade on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M67-1.jpg|thumb|none|600px|Drebin shows off a magic trick he presumably uses at ''really'' dull parties.]]&lt;br /&gt;
[[File:MGS4Grenade-1.jpg|thumb|none|600px|A better shot of the M67. Note the unsplit pin, another clue that the grenade was not modelled from a real grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M83 smoke grenade]], incorrectly labelled as an M18, is usable in the game, in a default white version and four special &amp;quot;Emotion&amp;quot; versions which produce coloured smoke which affects the emotions of enemies caught in it; Blue for Cry, Red for Rage, Yellow for Laugh, and Green for Scream. &lt;br /&gt;
&lt;br /&gt;
[[Image:M87.JPG|thumb|none|200px|M83 smoke grenade]]&lt;br /&gt;
[[Image:MGS4-M18.jpg|thumb|none|601px|M83 smoke grenade on the item menu. This grenade produces white smoke.]]&lt;br /&gt;
[[Image:MGS4-M18-Emot.jpg|thumb|none|601px|One of the four coloured &amp;quot;emotion&amp;quot; smoke grenades available after completing the game once. This is the yellow &amp;quot;Laugh&amp;quot; grenade.]]&lt;br /&gt;
[[Image:MGS4-M18-1.jpg|thumb|none|600px|Faced with the rebel BMP-3 in the first Act, the Praying Mantis PMC soldiers decide that discretion is the better part of valour, one throwing an M83 smoke grenade to cover their retreat.]]&lt;br /&gt;
&lt;br /&gt;
==Magazine==&lt;br /&gt;
&lt;br /&gt;
A 30-round STANAG 5.56x45mm magazine can be thrown to distract enemies. One magazine is added to the stock every time a weapon's magazine is fully depleted; regardless of the weapon, it will always be shown as this type when thrown. Unlike ''Metal Gear Solid 2'', the reloading animation correctly shows Snake retaining the old mag during the reload rather than discarding it and then having it in his inventory anyway.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Magazine.jpg|thumb|none|601px|Magazine on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
During the PMC commercials before the game proper begins, two live-action combatants are seen duelling in mid-air as the camera sweeps around them. As they move close, the one in white reaches down to produce a [[Mk 2 hand grenade]], with another attached to her belt. Mk 2 grenades are also used by Genome Soldiers in the ''MGS1'' nightmare sequence if Snake enters a vent during an alert.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 &amp;quot;Pineapple&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|none|600px|In the PMC commercial, one of the fighting-or-something women produces a Mk 2 grenade from her belt.]]&lt;br /&gt;
[[Image:MGS4-Mk2.jpg|thumb|none|600px|The grey object visible above the Genome Soldier's left hand is the fuze of a Mk 2 grenade. Since the ''MGS1'' soldiers always have a rifle in their right hand, they are shown pulling the pins with their mouth; apparently Big Boss' superior soldier genes include some for superior soldier teeth.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov cocktail==&lt;br /&gt;
&lt;br /&gt;
Molotov cocktails, referred to as &amp;quot;Petro Bomb&amp;quot; in game, are used in place of grenades by rebel soldiers in the first two Acts, and can be picked up by Snake, functioning as less effective versions of the WP grenade which ignite on impact.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Molotov.jpg|thumb|none|601px|&amp;quot;Petro Bomb&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Valmera 69==&lt;br /&gt;
&lt;br /&gt;
An Italian [[Valmera 69]] bounding anti-personnel mine is featured as the &amp;quot;S.G. Mine,&amp;quot; with SG presumably standing for &amp;quot;Sleep Gas.&amp;quot; These contact-triggered mines instantly knock out anyone who triggers them, including Snake himself, though they can be triggered with gunfire or defused by crawling over them or picking them up with Metal Gear Mk. 2. Some are found in the Advent Palace hotel in the first Act.&lt;br /&gt;
&lt;br /&gt;
[[Image:130705-004-42B40A6D.jpg|thumb|none|400px|Valmera 69 land mine.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine.jpg|thumb|none|601px|&amp;quot;S.G. Mine&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-1.jpg|thumb|none|600px|Apparently showing up as hot on thermal isn't enough for these mines, which are also concealed through clever application of a bright blue body and a big silly light on the top.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-2.jpg|thumb|none|600px|In the unlikely case that Snake manages to trigger one, the entire mine jumps into the air; this is incorrect, as the Valmera, like most bounding mines, has an outer body containing the bounding body and propelling charge; only the bounding body should jump into the air.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-3.jpg|thumb|none|600px|Snake does not have time to consider this, due to the loss of his entire Psyche gauge and the resultant urgent need for a nap.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;S.G. Satchel&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;S.G. Satchel&amp;quot; is a manually triggered gas bomb which Snake can place as a trap. It appears to be loosely based on a blast-resistant anti-tank mine such as the Italian VS-3.6 anti-tank mine; the ridges on the device's body are typical of such mines.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vs-3.6anti-tankmine.jpg|thumb|none|400px|VIS-3.6 anti-tank mine.]]&lt;br /&gt;
[[Image:MGS4-Satchel.jpg|thumb|none|601px|&amp;quot;S.G. Satchel&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
&lt;br /&gt;
The bipedal &amp;quot;Gekko&amp;quot; unmanned weapons are sometimes equipped with a launch unit for two [[BGM-71 TOW]] missiles on one of their weapon mounting points. These weapons are never usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:MGS4-TOW.jpg|thumb|none|600px|Snake is ambushed by a &amp;quot;Gekko&amp;quot; unmanned vehicle crashing through a wall, equipped with an M2 Browning heavy machine gun and twin TOW launch tubes.]]&lt;br /&gt;
[[Image:MGS-TOW-2.jpg|thumb|none|600px|After Snake successfully evades the easily-fooled Gekko, they are called away.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
&lt;br /&gt;
The [[M2HB]] is mounted on Stryker APC and MGS variants and HMMWVs in game, and is also the principle dorsal armament of the Gekko bipedal IFVs. They can also occasionally be found mounted in fixed emplacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:MGS4-M2-2.jpg|thumb|none|600px|One of the Praying Mantis PMC's &amp;quot;Gekko&amp;quot; unmanned vehicles, armed with a Protector M151 Remote Weapon Station and twin BGM-71 TOW anti-tank missiles. The Gekko also mounts a lighter machine gun in the &amp;quot;beak,&amp;quot; but this is completely concealed by armour and impossible to identify.]]&lt;br /&gt;
[[Image:MGS4-M2-3.jpg|thumb|none|601px|Strykers in ''MGS4'' also mount the Protector M151 Remote Weapon Station, equipped with an M2 Browning heavy machine gun.]]&lt;br /&gt;
[[Image:MGS4-M2-1.jpg|thumb|none|600px|A Pieuvre Armement PMC Stryker is seen at the start of the second Act.]]&lt;br /&gt;
[[File:MGS4M2HB-1.jpg|thumb|none|600px|Snake mans a Browning M2HB on top of Drebin's Stryker at the end of Act 2. Oddly, despite that the gun is mounted in an M151 Protector RWS, Snake insists on sitting on top of the vehicle to use it.]]&lt;br /&gt;
[[Image:MGS4-M2-4.jpg|thumb|none|600px|In the third Act, the Raven Sword PMC makes extensive use of HMMWV (&amp;quot;Humvee&amp;quot;) light trucks armed with Browning M2 heavy machine guns. While the Young Snake disguise won't get Snake by these, apparently Colonel Campbell is allowed out and about after curfew.]]&lt;br /&gt;
[[Image:MGS4-M2-6.jpg|thumb|none|600px|The combined US Army / Marine taskforce sent to deal with Liquid Ocelot on the Volta in Act 3 turn up in force, including a number of Mark V Special Operations Craft, each armed with four M2 heavy machine guns mounted on the sides of the rear deck.]]&lt;br /&gt;
[[Image:MGS4-M2-5.jpg|thumb|none|600px|Liquid Ocelot's boat in Act 3 is a Swedish-designed Combat Boat 90 modified to mount a turret with what appears to be the AMOS twin 120mm mortar system; this modification has been used on British CB-90s. More normal for the class are the twin M2 Browning heavy machine guns mounted in a compartment forward of the helmsman's position, and visible here behind the FROG soldier on the left.]]&lt;br /&gt;
[[Image:MGS4-M2-7.jpg|thumb|none|600px|The gun cameras on Shadow Moses in Act 4 are based on the M2, with a shortened barrel and a rather undersized drum.]]&lt;br /&gt;
[[Image:MGS4-M2.jpg|thumb|none|600px|Snake sneaks up on a mounted M2 Browning during the game's second Act. Knowing Snake's stealthy ways, it will later find it has much less ammo and is pointed in a different direction, and will never figure out why.]]&lt;br /&gt;
[[File:MGS4M2HB-2.jpg|thumb|none|600px|The M2 Browning mounted on Drebin's Stryker.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
&lt;br /&gt;
During the second Act, soldiers of the Pieuvre Armement PMC are seen wearing suits of powered armour equipped with [[GE M134]] miniguns on their right arms. Oddly, these power suit soldiers only appear as enemies once in the entire game, in one area of the on-rails vehicle section at the end of Act 2, and for plot reasons they never actually attempt to fire the weapon at Snake. This was apparently due to several planned confrontations with them during the mission being scrapped to make the release date.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M134.jpg|thumb|none|600px|Two power suits are visible at the top of the shot, both with arm-mounted miniguns.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61A1 Vulcan==&lt;br /&gt;
&lt;br /&gt;
Secondary armament of Metal Gears Rex and Ray is a pair of [[M61 Vulcan]] 20mm rotary guns; Ray mounts them on the tips of the two wing-like underwater propulsion units on its shoulders, while Rex mounts them under the projections either side of the pilot's &amp;quot;beak.&amp;quot; While the latter is claimed to be 30mm by the game, Metal Gear Rex has not changed size since Otacon called them &amp;quot;Vulcan cannons&amp;quot; in ''MGS1'' and the weapons are not large enough to be GAU-8s. The battleship USS ''Missouri'' also mounts M61 Vulcans in her Phalanx CIWS installations.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|General Electric / General Dynamics M61 Vulcan - 20mm.]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|GE M61 Vulcan in a Phalanx mounting - 20mm]]&lt;br /&gt;
[[Image:MGS4-M61-3.jpg|thumb|none|600px|The damaged cover of Metal Gear Rex's left-hand gun shows it to be a six-barrelled M61 Vulcan, despite the game labelling it as a much larger seven-barrelled 30mm GAU-8.]]&lt;br /&gt;
[[Image:MGS4-M61-2.jpg|thumb|none|600px|As in ''MGS2'', Metal Gear Ray's Vulcans are mounted at the tips of the two propulsor &amp;quot;wings,&amp;quot; forcing the vehicle to position itself incredibly awkwardly to fire. Here, Ray opens fire on Metal Gear Rex in the finale of the fourth Act. The selected weapon for Rex is the &amp;quot;AT missile,&amp;quot; which, as implied by the description in ''MGS1'' (&amp;quot;...a laser semi-active homing weapon that doesn't use wires&amp;quot;) is the AGM-114 Hellfire. Luckily Snake is just as good at ignoring what &amp;quot;semi-active homing&amp;quot; means as his brother was, and the missiles are fire-and-forget.]]&lt;br /&gt;
[[Image:MGS4-M61-1.jpg|thumb|none|600px|In the final Act, Snake's base of operations becomes the USS ''Missouri'', which is recreated in loving detail and the subject of many dramatic shots. Here, a shot of the ''Missouri's'' flank as she approaches the submarine arsenal ship ''Outer Haven'' shows off her Mark 12 5-inch/38 calibre dual-purpose guns, angled RGM-84 Harpoon launch tubes and two of the M61A1 Vulcan cannons in Phalanx installations on her superstructure.]]&lt;br /&gt;
[[Image:MGS4-M61.jpg|thumb|none|600px|As Outer Haven launches a volley of Harpoon anti-ship missiles at the USS ''Missouri'', &amp;quot;Mighty Mo&amp;quot; responds with her dual-purpose guns and Phalanx installations.]]&lt;br /&gt;
&lt;br /&gt;
== Kalashnikov PKT ==&lt;br /&gt;
&lt;br /&gt;
During the first Act, the rebels assault Praying Mantis PMC positions with a Russian BMP-3 IFV. The BMP-3 is the world's most heavily armed IFV, packing in a 2A70 100mm low velocity gun / missile launcher, a coaxial 2A72 30mm autocannon, six 81mm 902V &amp;quot;Tucha&amp;quot; smoke grenade launchers and three [[PK Machine Gun|PKT machine guns]], one coaxial and two bow-mounted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:MGS4-BMP3.jpg|thumb|600px|none|The rebel BMP makes a grand entrance, firing off its bow-mounted PKT machine guns.]]&lt;br /&gt;
[[Image:MGS4-BMP3-1.jpg|thumb|600px|none|If Snake has been nice to the rebels, this is a happy sight; if not, it may be time to be ''really'' stealthy.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
&lt;br /&gt;
During the first two Acts, a number of [[M224 Mortar]]s set up by rebel forces can be found and used by the player; these are aimed with a HUD indicator showing the round's trajectory, ending in an area-of-effect circle at the point of detonation. They have infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:MGS4-Mortar.jpg|thumb|none|600px|Snake discovers the hard way that the mortar wasn't designed to be used as a pillow.]]&lt;br /&gt;
[[Image:MGS4-Mortar-1.jpg|thumb|none|600px|Vowing to never speak of his bad sleeping experience again, Snake decides to dispose of any witnesses, dropping a 60mm round into his M224 mortar after sighting up a hapless PMC soldier manning an M2 Browning.]]&lt;br /&gt;
[[Image:MGS4-Mortar-2.jpg|thumb|none|600px|Snake admires his handiwork and shows off his amazingly flexible definition of &amp;quot;sneaking mission.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chaingun==&lt;br /&gt;
&lt;br /&gt;
PMC hybrid helicopters based on the Boeing X-50 Dragonfly aircraft / helicopter concept are armed with a chin-mounted [[M230 Chain Gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg|thumb|none|400px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]] &lt;br /&gt;
[[Image:MGS4-M230-2.jpg|thumb|none|600px|A PMC attack helicopter comes in to support Praying Mantis troops during the first level, showing off its chin-mounted M230. While these helicopters appear many times during the game, they never receive a name; they were finally given the name &amp;quot;Hammerhead&amp;quot; in ''[[Metal Gear Rising: Revengeance]]''.]]&lt;br /&gt;
[[Image:MGS4-M230.jpg|thumb|none|600px|Snake sights up a PMC attack helicopter with his VSS Vintorez as it fires its chaingun at rebels nearby. This is unlikely to end well for him.]]&lt;br /&gt;
[[Image:MGS4-M230-1.jpg|thumb|none|600px|One of the PMC hybrid helicopters in &amp;quot;jet&amp;quot; mode. They are never encountered like this during gameplay, only during the early cutscenes of Act 1. It's worth noting that the real X-50 Dragonfly program was axed due to &amp;quot;inherent design flaws,&amp;quot; with neither prototype ever successfully transitioning from rotary-wing to fixed-wing flight.]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
&lt;br /&gt;
The [[FN_MAG#M240_Machine_Gun|M240C]] is seen mounted coaxially on the remaining Abrams tank in Shadow Moses Island's tank hangar.&lt;br /&gt;
&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|400px|M240C vehicle coaxial-mount version - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M240C.jpg|thumb|none|600px|Snake admires the remaining Abrams in the tank hangar, standing under the M256 120mm L/44 main gun. Note the CIS mounted on top of the turret right of the commander's Browning M2; apparently the magical elves which have been maintaining Metal Gear Rex since the island was abandoned took time out to update ''MGS1's'' M1A1 to A2 standard.]]&lt;br /&gt;
[[Image:MGS4-M240C-1.jpg|thumb|none|600px|A view from the upper walkway of the tank hangar. ''MGS4'' doesn't take sides on whether the Abrams in the first game had two Browning M2s as in ''Metal Gear Solid'' or an M2 and an M240D as in ''Twin Snakes''; the remaining tank in the hangar has no loader's weapon at all.]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
&lt;br /&gt;
Liquid Snake's crashed Hind-D can be found in the snowfield around the Comm Towers in Act 4, with the chin-mounted [[Yakushev-Borzov Yak-B]] gatling gun buried in the snow. Other Hinds can be seen in the PMC advertisements at the very beginning of the game; at least one of those seen, however, is a Hind-A which would have a different, single-barrel chin gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:MGS4-Hind-2.jpg|thumb|none|600px|Snake finds the crashed Hind-D in a corner of the snowfield. &amp;quot;Bad dog! What did Snake tell you about destroying the helicopter?&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-Hind-1.jpg|thumb|none|600px|During one of the introduction's confusing PMC commercials, an Mi-24 Hind-A is briefly visible circling two people in vaguely Middle-Eastern dress; it can be identified as such by the early &amp;quot;greenhouse&amp;quot; side-by-side cockpit rather than the later twin bubble canopy. This means it would mount a single-barrel gun rather than a Yak-B; it is included here for the sake of noting this.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rail Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The fictional handheld railgun used by Fortune in ''[[Metal Gear Solid 2: Sons of Liberty|MGS2]]'' returns in ''Metal Gear Solid 4'' attached to the quadrupedal armour of B&amp;amp;B Corps member Crying Wolf; the weapon is mounted to the &amp;quot;Beast&amp;quot; armour's shoulder, and can only be used when the cockpit is open. Following the battle, the railgun is made available to the player for free; it features a 3-step charge up activated by aiming the weapon and a digital scope with a charge level indicator. The gun no longer has the issues with runaway firing described in ''Metal Gear Solid 2'', where it was stated the project was cancelled for this reason and only Fortune with her &amp;quot;good luck&amp;quot; could use it effectively. Despite the railgun being roughly the size of a motorcycle, it apparently still somehow fits inside the foot-tall Metal Gear Mk. 2 and Snake has no trouble hefting it and aiming it outside of the one cutscene where he initially picks it up. It also does not produce deafening sonic booms despite the ridiculous muzzle energy figure stated in ''MGS2'', which would require it accelerate its projectiles to Mach 42 (about twice escape velocity) even if they are assumed to be as heavy as 20mm cannon projectiles.&lt;br /&gt;
&lt;br /&gt;
The railgun itself seems to have been created using either the same wooden motion capture prop as the one used for ''Metal Gear Solid 2's'' MoCap work or a reproduction of it; the design incorporates elements of a number of experimental and prototype high-tech weapons, but the weapon as a whole is a work of fiction.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Railgun.jpg|thumb|none|601px|&amp;quot;Railgun&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Railgun-1.jpg|thumb|none|600px|Snake continues to make a mockery of the idea that he keeps his inventory in anything resembling a backpack.]]&lt;br /&gt;
[[Image:MGS4-Railgun-6.jpg|thumb|none|600px|Reloading the railgun; note the magazine in Snake's left hand is proportioned like a pistol mag, since it only contains projectiles with no propellant.]]&lt;br /&gt;
[[Image:MGS4-Railgun-5.jpg|thumb|none|600px|Snake uses the scope of the railgun to sight up a Gekko hanging from the ceiling in Shadow Moses' casting and rolling facility. The horizontal bars fill in as it charges, while the lower vertical bar is an ammunition counter.]]&lt;br /&gt;
[[Image:MGS4-Railgun-2.jpg|thumb|none|600px|With the Railgun slung over the right shoulder, Crying Wolf's quadrupedal &amp;quot;beast&amp;quot; armour manages the entirely impossible feat of stopping and then lifting a Caterpillar D9 bulldozer with an Israeli-standard up-armour package. This vehicle weighs as much as a main battle tank, and no matter how strong the &amp;quot;beast&amp;quot; is its legs would dig into the ground before it could ever hope to pull this off.]]&lt;br /&gt;
[[Image:MGS4-Railgun-3.jpg|thumb|none|600px|Three Acts later, Crying Wolf takes aim at Snake in the snowfield on Shadow Moses island; strangely, in this cutscene the railgun has an analog zoom on the scope rather than the two-setting digital zoom it has when Snake uses it. This is also the only time the railgun is seen with the armature extended when it isn't being charged.]]&lt;br /&gt;
[[Image:MGS4-Railgun-4.jpg|thumb|none|600px|Snake hefts the railgun as he prepares to take on a force of Gekko bent on destroying Metal Gear Rex's hangar. Despite that he could barely lift it when he picked it up after defeating Crying Wolf, he uses it just fine the rest of the time.]]&lt;br /&gt;
&lt;br /&gt;
==Tanegashima==&lt;br /&gt;
&lt;br /&gt;
A Japanese clone of a Portugese muzzleloading matchlock arquebus design, the [[Tanegashima]] is basically a joke weapon that can only be reloaded while standing, taking a lot of time to do so for only moderate damage and accuracy; costing one million Drebin Points, it's a very expensive joke at that. However, there is a one-third chance that when the Tanegashima is fired outdoors it will instead summon a tornado, travelling in the direction the muzzle was aimed, which will knock enemies down and scatter their items everywhere. It is extremely silly.&lt;br /&gt;
&lt;br /&gt;
[[Image:TanegashimaGun.jpg|thumb|none|400px|Japanese &amp;quot;Tanegashima&amp;quot; matchlock arquebus.]]&lt;br /&gt;
[[Image:MGS4-Musket.jpg|thumb|none|601px|The &amp;quot;Tanegashima&amp;quot; arquebus on the item menu. Note this weapon is rather ridiculously placed in the &amp;quot;Assault Rifle&amp;quot; class, when it could have just as easily have been placed in the &amp;quot;Other&amp;quot; class in the game's inventory system.]]&lt;br /&gt;
[[Image:MGS4-Musket-1.jpg|thumb|none|600px|Snake aims down the iron sight of his Tanegashima arquebus. Note that only one end of the matchcord is lit; historically, both ends would be lit in case one end was extinguished accidentally. That said, the matchcord getting extinguished (which cannot happen in game, despite one level being set in a blizzard) would be less of a hindrance for Snake than it would be for a period arqubusier, since Snake happens to carry a modern cigarette lighter. There is also no chance of enemy NPCs smelling the burning matchcord and realizing something is amiss, unlike how they can smell Snake's lit cigarette if he is nearby and the wind direction is right.]]&lt;br /&gt;
[[Image:MGS4-Musket-2.jpg|thumb|none|600px|Reloading the Tanegashima involves a suitable amount of fiddling around with the weapon's ramrod, followed by a series of hard-to-make-out actions which are presumably refilling the flash pan, resetting the serpentine and replacing the match. As is typical for video games featuring muzzle-loading black powder firearms, the reload animation for the Tanegashima is much too short to be realistic.]]&lt;br /&gt;
[[Image:MGS4-Musket-3.jpg|thumb|none|600px|Sometimes it's even worth it.]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_4:_Guns_of_the_Patriots&amp;diff=1395882</id>
		<title>Metal Gear Solid 4: Guns of the Patriots</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Metal_Gear_Solid_4:_Guns_of_the_Patriots&amp;diff=1395882"/>
		<updated>2021-02-01T09:02:56Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* FN FAL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Metal Gear Solid 4: Guns of the Patriots&lt;br /&gt;
|picture = MGS4_North_American_Cover.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= Metal Gear&lt;br /&gt;
|date= 2008&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=Playstation 3&lt;br /&gt;
|publisher= Konami&lt;br /&gt;
|genre=Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Metal Gear Solid 4: Guns of the Patriots''''' is a 2008 stealth-action / third-person shooter video game directed by Hideo Kojima, developed by Kojima Productions and published by Konami. It concludes the saga of the character Solid Snake (now known as Old Snake). Set in the year 2014 following the events of the previous games, the storyline takes Snake through a series of warzones where rebels are fighting hired PMC soldiers as part of an ongoing &amp;quot;War Economy&amp;quot; engineered by a mysterious organization known as &amp;quot;The Patriots.&amp;quot; Snake's mission is to uncover a plot by his old nemesis Liquid Snake, now seemingly reborn in the body of the gunman Revolver Ocelot, and set on bringing down the &amp;quot;System,&amp;quot; an apparently invincible computer network which controls the world.&lt;br /&gt;
&lt;br /&gt;
The initial release of the game featured an online multiplayer mode, '''''Metal Gear Online''''', allowing up to sixteen player matches using characters and weapons from the main game. This mode was removed by the ''Metal Gear Solid 4'' 2.00 patch released in June 2012 as the servers were shut down, replaced with an option to install the entire game to the hard drive rather than only the current chapter. All information about ''Metal Gear Online'' below was correct at the time of shutdown.  &lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Metal Gear Solid 4: Guns of the Patriots'':'''&lt;br /&gt;
&lt;br /&gt;
'''Note: Spoilers are present in some weapon descriptions.'''  &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Intro.jpg|thumb|right|450px|Snake admires the place he's going to keep enough weaponry to outfit a company.]]&lt;br /&gt;
''Metal Gear Solid 4'' uses a split inventory system where the player character, Old Snake, can equip up to six weapons, which are then available using a quick-access menu; this is explained as Snake's &amp;quot;backpack,&amp;quot; despite that he is not actually wearing one. The rest can be accessed via the pause menu, this swapping explained in-game as the TARDIS-like depths of Metal Gear Mark 2, a foot-tall robot which seemingly has no issues containing more or less every weapon on this page along with enough ammunition to destroy Belgium. Snake's currently equipped weapons each count their weight towards a total for all gear; heavy loads will cause his &amp;quot;stress&amp;quot; meter (which governs how well he can aim ranged weapons) to rise faster when he moves around. Only weapons count towards weight; ammunition is treated as weighing nothing. This gets bizarre with disposable systems where each reload is a whole weapon in itself but all except the currently held one are treated as weightless &amp;quot;ammunition;&amp;quot; for example, only one of the fifty LAWs Snake can be carrying actually weighs anything for purposes of inventory weight.&lt;br /&gt;
&lt;br /&gt;
Weapons can be found in the environment, but often feature biometric ID locks which prevent unauthorized use. To remove these, Snake can access a &amp;quot;gun launderer&amp;quot; by the name of Drebin and exchange points earned for the &amp;quot;war price&amp;quot; of repeatedly collected weapons, allowing him to purchase ammunition, buy new weapons and accessories, or unlock already collected ID-locked weapons for use. Drebin is explained as having an inside line to the &amp;quot;System&amp;quot; which controls the ID chips so he can replace existing chips with factory blanks (the process leading to the pun of the character called Drebin saying he sells &amp;quot;[[Naked Gun: From the Files of Police Squad!, The|Naked Guns]]&amp;quot;), but in reality such an operative would quickly find himself driven out of business by rogue gunsmiths simply replacing the ID lock parts with the original mechanical ones and bypassing the &amp;quot;System&amp;quot; entirely.&lt;br /&gt;
&lt;br /&gt;
The game removes the &amp;quot;Tactical Reload&amp;quot; option of previous games where unequipping and re-equipping a weapon would instantly reload it; weapons now actually have to be reloaded properly. The animations have an odd quirk: apparently between games, Snake has decided to start practicing the &amp;quot;Middle Eastern Technique&amp;quot; mentioned in ''Metal Gear Solid 3'' of always chambering a new round when reloading, even when performing a mid-magazine reload. Despite this being described in that game as a pistol shooting technique, he does it with every weapon ''except'' pistols; they are correctly shown ejecting an unfired round when he does it unless the magazine was totally spent when the reload is performed. This seems largely done to explain what happens to the &amp;quot;extra&amp;quot; round that was in the chamber of closed-bolt weapons, or otherwise to keep from having to program two reload animations for every weapon. The few open-bolt weapons in this game (realistically) do not eject a round when reloaded, as their mechanisms do not function that way.&lt;br /&gt;
&lt;br /&gt;
The game features an accessory system for weapons, with certain guns able to be customised; this is rather inconsistent, with many weapons not able to receive any modifications at all while only a handful have more than one or two accessory points, the majority limited to either an optional suppressor, underbarrel launcher or taclight. The showcase of the system is Snake's signature &amp;quot;M4 Custom&amp;quot; rifle, which can accept the largest number of accessories of any weapon. Shotguns and most grenade launchers also feature multiple types of ammunition, and weapons typically feature selectable fire modes if they have them in real life.&lt;br /&gt;
&lt;br /&gt;
Accessory tactical weapon lights are shown rather strangely in game; apparently Snake has a fundamentalist attitude towards light discipline and maintains it ''everywhere'', even in broad daylight. This means taclights will only be flashed on and off briefly regardless of what the player wants; the result is only really useful for briefly blinding guards if Snake points the light in their face at extremely close range. However, taclights used by player characters in ''Metal Gear Online'' did not behave in this manner and would remain switched on until manually turned off.&lt;br /&gt;
&lt;br /&gt;
Furthermore, suppressors in the game are handled differently (and less realistically) than they were in the previous game. Suppressed weapons will no longer revert to being unsuppressed once an attached suppressor is worn out; instead, a replacement will automatically and instantly be attached, even if the previous one wore out in the middle of the gun's firing a long burst. In the previous game, a gun with a worn-out suppressor would have it automatically pop off, reverting the weapon to unsuppressed fire until another suppressor was remounted manually, but in this game a suppressed weapon will only revert to being unsuppressed if Snake has no suppressors left for that weapon in his inventory. This was likely done because the PS3 controller's buttons were already assigned to other functions (such as changing ammunition types or turning taclights on/off) in the inventory view, and manually remounting a suppressor by pausing the game and going to the customisation menu would be too cumbersome.&lt;br /&gt;
&lt;br /&gt;
The maximum capacity for many types of ammunition in this game (as well as the number on Drebin's APC) is 893. This is a reference to Japan's yakuza gangs. The word &amp;quot;yakuza&amp;quot; comes from the Japanese pronunciation of  8-9-3, which is a hand in the traditional Japanese card game Oicho-Kabu that scores zero when drawn.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Custom M1911==&lt;br /&gt;
&lt;br /&gt;
Big Boss's highly customised [[M1911_pistol_series|M1911]] from [[Metal Gear Solid 3: Snake Eater|Operation Snake Eater]] can unlocked via entering a password. Being an unlockable &amp;quot;special&amp;quot; weapon, it deals more damage than the other .45 ACP handguns. The Custom M1911 can be fitted with its own unique degradable suppressor; it is not compatible with the ones for Snake's Springfield TRP.&lt;br /&gt;
&lt;br /&gt;
[[Image:1911custom.jpg|thumb|none|400px|An '''airsoft''' reproduction of Big Boss' custom M1911 - (fake).45ACP]]&lt;br /&gt;
[[Image:MGS4-M1911Cus-HQ.jpg|thumb|none|601px|&amp;quot;1911 Custom&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-1911Cus-1.jpg|thumb|none|600px|Snake reloads Big Boss' custom M1911, resisting his genes telling him to first have a three-minute CODEC call about how awesome it is.]]&lt;br /&gt;
[[Image:MGS4-Mark22.jpg|thumb|none|600px|In a painting in Big Mama's church, Big Boss brandishes his custom M1911.]]&lt;br /&gt;
&lt;br /&gt;
==EAA Tanfoglio Thor .45-70==&lt;br /&gt;
&lt;br /&gt;
The [[EAA THOR Pistol|Thor .45-70]] is a highly accurate and incredibly powerful single-shot break action pistol (referred to in the description as a &amp;quot;hand rifle,&amp;quot; but more accurately described as a rifle-caliber pistol) that must be manually chambered after every shot. It is Liquid Ocelot's signature weapon, both in singleplayer and multiplayer; in the singleplayer story he only actually fires it once, and his outfit does not display it openly as previous game did with his revolvers. It can be unlocked and used by the player by either earning the Foxhound emblem or entering a code, and comes with a unique red dot sight; this cannot be removed, and the weapon has no other customization options.&lt;br /&gt;
&lt;br /&gt;
Presumably his use of this weapon over his traditional revolvers is supposed to show the dominance of the Liquid Snake personality over Ocelot's own, with its single-minded focus on power. As the Thor is an M1911 derivative, there is also a parallel between his armament and Snake's, both from the same base but with one focused on strength to the exclusion of anything else, while the other focuses on efficient operation.&lt;br /&gt;
&lt;br /&gt;
[[Image:THOR .45-70.jpg|thumb|400px|none|EAA Tanfoglio Thor - .45-70]]&lt;br /&gt;
[[Image:MGS4-Thor.jpg|thumb|none|601px|Thor .45-70 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Thor-1.jpg|thumb|none|600px|Facing Snake on the fictional Volta River, Ocelot pulls his Thor from an unspecified location inside his coat...]]&lt;br /&gt;
[[Image:MGS4-Thor-2.jpg|thumb|none|600px|...And prepares to fire the only shot he ever fires from it. Though in spite of his line, not at Snake.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
&lt;br /&gt;
The [[FN Five-seveN]] is the standard sidearm for Liquid Ocelot's elite FROG special operations unit (FROG standing for absolutely nothing, but probably has to do with their tendency of jumping all over the place), and is also one of the weapons used by Dwarf Gekko drones. It can be bought from Drebin, taken from a destroyed Dwarf Gekko, or taken from a FROG by disarming them of their primary weapon and then killing them or knocking them out. Since it shares ammunition with the fairly common P90, it is unlikely to have problems with ammunition, and it has a large magazine. However, it cannot mount a suppressor, the only option being a tactical light. The presence of the weapon is a reference to ''Metal Gear: Ghost Babel'' and the ''Ac!d'' games, where it is Solid Snake's primary weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|400px|none|FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:MGS4-Five-Seven.jpg|thumb|601px|none|FN Five-seveN on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
&lt;br /&gt;
The [[Glock 18C]] is the rarely-used sidearm of the rebels in Act II, and can also be purchased from Drebin.  It also has a 33-round magazine, and oddly enough, is the only 9x19mm handgun in the game. It can be customised with a tactical flashlight. The weapon is a reference to ''Metal Gear Solid 2'', where Fatman's weapon of choice (aside from bombs) was a Glock 18, albeit with a 19-round magazine instead. This handgun is also available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|400px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Glock.jpg|thumb|none|601px|Glock 18C on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23 Phase II Prototype==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mk 23 Mod 0|Heckler &amp;amp; Koch Mark 23 Phase II Prototype]] can be found in the game in Act 4; its status as Solid Snake's previous handgun in the original ''[[Metal Gear Solid]]'' is noted. It is also used in the Raven Sword PMC commercial in the introduction, and is seen in the holsters of Meryl's Rat Patrol soldiers and Raiden. The SOCOM presented in ''MGS1'', ''MGS2'' and ''MGS4'' is the Phase II model prototype submitted for trials in the USSOCOM Offensive Handgun Weapon System (OHWS) competition around the later part of 1991, and not the actual production model Mark 23 Mod 0. It is distinguished by small cocking serrations on the front of the slide, which the production model, Mod 0, does not have. The Mark 23 mounts the distinctive blocky LAM under the barrel as in previous games, and can also be fitted with a degradable suppressor. The Mark 23 is the subject of a number of the game's &amp;quot;Easter eggs,&amp;quot; including being found almost exactly where it was in the original game. This is the only place it can be found in the campaign, and it is never available from Drebin; the only other way to unlock it is via a cheat code.&lt;br /&gt;
&lt;br /&gt;
This weapon is available in multiplayer, and is also the only firearm that the special character Raiden is equipped with. &lt;br /&gt;
&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|400px|none|Tokyo-Marui '''Airsoft replica''' of the H&amp;amp;K Mark 23 Phase II Prototype - (fake) .45 ACP]]&lt;br /&gt;
[[Image:MGS4-Mk23.jpg|thumb|none|601px|Mark 23 Phase II Prototype on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mk23-1.jpg|thumb|none|600px|'''Snake:''' ''&amp;quot;Just like old times . . . &amp;quot;'' &amp;lt;br&amp;gt;Snake holds his Mark 23 Phase II Prototype as he stands in front of Shadow Moses Island's tank hangar and remembers the good old days.]]&lt;br /&gt;
[[Image:MGS4-UnknownPistol.jpg|thumb|none|600px|Johnny Sasaki (who actually uses a GSR) and the other members of the Rat Patrol have &amp;quot;holster stuffers&amp;quot; that resemble Mark 23, save for Meryl who for reasons best known to herself just wears the empty holster. The model used is fairly inaccurate for a Mark 23, having a metallic tang like a Desert Eagle.]]&lt;br /&gt;
[[Image:MGS4-Mk23-2.jpg|thumb|none|600px|Raiden uses the same holster model except in black, though he's always too busy using his sword and heap of knives to bother with his handgun. His cybernetic body makes him look pretty cool until you get to his feet which have high heels so he can hold his sword with them. [http://www.youtube.com/watch?v=BWsfhmdV4RE&amp;amp;t=1m16s Yes, Really.]]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle]], simply called the &amp;quot;D.E.&amp;quot; is used by Meryl Silverburgh ingame. It can be purchased from Drebin, or occasionally picked up from the &amp;quot;Dwarf Gekko&amp;quot; drones (who amazingly have the strength to fire it accurately from one undersized mechanical hand). A 10-inch barrelled variant with a scope can be unlocked, and is also used by Meryl. &lt;br /&gt;
&lt;br /&gt;
A number of bizarre graphical glitches plague this weapon in the game. First, when Snake reloads the long-barrelled Desert Eagle, he holds an entire second gun in his off-hand rather than just a fresh magazine. Second, there are times when Meryl's slide will lock back and she will not play the reload animation. There may or may not be a round loaded when the second glitch happens; her remaining rounds can't be seen, so it is hard to tell. Third, when Meryl draws her long-barrelled Desert Eagle there are moments in the game when it is still visible within her thigh holster. &lt;br /&gt;
&lt;br /&gt;
This weapon is available in the game's multiplayer mode, Metal Gear Online. Players using Meryl's character online who equip a standard Desert Eagle in the pistol slot and the long-barrelled variant in the primary weapon slot will allow her to switch from one gun to another when the first is empty, without ever pausing to reload. &lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:MGS4-Deagle.jpg|thumb|none|601px|Desert Eagle on the item menu. Note Magnum Research's new barrel with a Picatinny rail. The rail cannot be used on this version, however.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB.jpg|thumb|none|601px|Meryl's special 10&amp;quot;-barrelled Desert Eagle with a scope on the item menu.]]&lt;br /&gt;
[[File:MerylDEMGS4-1.jpg|thumb|none|600px|Meryl aims her Desert Eagle at Snake upon first encountering him. Despite likely wearing her balaclava up until this point, she removes it and does not use it for the rest of the game. The Meryl special character in multiplayer, however, can remove and re-don her balaclava at any time, as can Johnny &amp;quot;Akiba&amp;quot; Sasaki.]] &lt;br /&gt;
[[Image:MGS4-Deagle-3.jpg|thumb|none|600px|Meryl holds her regular Desert Eagle in the Advent Palace. She tends to use the normal one indoors, saving the 10-inch scoped version for outdoors. This relatively sensible choice doesn't really mitigate the bigger issue of using a pair of hand-cannons in the first place.]]&lt;br /&gt;
[[Image:MGS4-Deagle-1.jpg|thumb|none|600px|Snake reloads his Desert Eagle.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-1.jpg|thumb|none|600px|He then re-Deagles his long-barrelled Desert Eagle. This error is most likely caused by forgetting to separate the magazine and weapon objects in the game's files. Strangely, this does not happen if playing as Meryl in Metal Gear Online.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-2.jpg|thumb|none|600px|The first sight of Meryl's specially modified Desert Eagle is, oddly enough, on a monitor in the back of Drebin's Stryker.]]&lt;br /&gt;
[[Image:MGS4-Deagle-2.jpg|thumb|none|600px|By only carrying two Desert Eagles, Meryl fails &amp;quot;rifleman&amp;quot; on two counts, though she might make a passable futuristic pistolier. Note the unusual holster necessitated by her 10&amp;quot;-barrel Desert Eagle's scope mount. She carries the standard Desert Eagle in an abdominal holster on her MOLLE plate-carrier vest.]]&lt;br /&gt;
[[Image:MGS4-Deagle-LB-3.jpg|thumb|none|600px|As the &amp;quot;System&amp;quot; shuts down for the first time, everyone except Johnny Sasaki suffers a psychological breakdown; this includes Meryl, who drops her long-barrel Desert Eagle as she collapses.]]&lt;br /&gt;
[[File:MGS4DesertEagleLongBarrel.jpg|thumb|none|600px|Screaming Mantis forces Meryl to hold her long-barrelled Desert Eagle to her head, which is a reference to the original [[Metal Gear Solid]] when Psycho Mantis did the same thing to Meryl.]]&lt;br /&gt;
[[File:MGS4DE-1.jpg|thumb|none|600px|Meryl fires her Desert Eagle at FROG soldiers inside Outer Haven.]]&lt;br /&gt;
[[File:MGS4DE-2.jpg|thumb|none|600px|Meryl and Johnny fire a brace of handguns at the FROGs, Meryl wielding her standard and long barrelled Desert Eagles, while Johnny fires a Desert Eagle he got from Drebin along with his SIG-Sauer GSR.]]&lt;br /&gt;
&lt;br /&gt;
== Luger P08 &amp;quot;Artillery Model&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in white is armed with a long-barrelled &amp;quot;Artillery Model&amp;quot; [[Luger P08]].&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Artillery.jpg|thumb|none|400px|Luger P08 - 9x19mm. This is the long barrelled &amp;quot;Artillery&amp;quot; model of the Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Luger.jpg|thumb|none|601px|One of the two strange combatants during the intro's PMC commercial holds up her long-barrelled Luger P08.]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|none|600px|Another shot of the Luger, with the toggle lock visible.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PMM==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM#Makarov PMM|Makarov PMM]] is used by the rebel &amp;quot;mark&amp;quot; Snake has to track during the third Act, and can be purchased from Drebin. It is also the sidearm of the Paradise Lost resistance group as a whole, though they are only seen using it in cutscenes. There is little to be said for it; it uses uncommon ammunition, cannot be customised or suppressed, and really seems to only be in the game to give the rebels in Act 3 a suitably Eastern European sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|400px|none|Makarov PMM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MGS4-PMM.jpg|thumb|none|601px|Makarov PMM on the item menu.]]&lt;br /&gt;
[[Image:MGS4-PMM-1.jpg|thumb|none|600px|A Paradise Lost member draws his PMM as Snake enters their safehouse.]]&lt;br /&gt;
[[Image:MGS4-PMM-2.jpg|thumb|none|600px|A Makarov isn't exactly a Walther PPK, but then Snake isn't exactly James Bond, either.]]&lt;br /&gt;
[[Image:MGS4-PMM-4.jpg|thumb|none|600px|Revisiting the Blast Furnace on Shadow Moses in Act 4, Snake takes on the army of Dwarf Gekko which now live there. Despite the name, the area does not actually contain a blast furnace: perhaps &amp;quot;Two Pools of Molten Metal Room&amp;quot; didn't have the same ring to it.]]&lt;br /&gt;
[[Image:MGS4-PMM-3.jpg|thumb|none|600px|Snake reloads his Makarov PMM.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
In the third Act, a painting of Big Boss brandishing his M1911 Custom with his Mk 22 Mod 0 (Navy modified [[Smith &amp;amp; Wesson Model 39]]) holstered is briefly focused on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk22 Mod 0.jpg|thumb|400px|none|Mk 22 Mod 0 - 9x19mm]]&lt;br /&gt;
[[Image:MGS4-Mark22.jpg|thumb|600px|none|Big Boss brandishes his M1911 Custom, with his Mk 22 holstered.]]&lt;br /&gt;
&lt;br /&gt;
==PSS==&lt;br /&gt;
&lt;br /&gt;
The [[PSS Silent Pistol|PSS]] can be found in several areas throughout the game or bought from Drebin; Drebin seems to have an odd fondness for this weapon, and it commands a premium price when found. It uses 6-round magazines with special &amp;quot;silent&amp;quot; 7.62x42mm ammunition, making it a lethal counterpart to the Mk II tranquilizer pistol (neither has a degradable suppressor). The PSS previously made a brief appearance in ''[[Metal Gear Solid 2]]'', but this game is the first time it became usable by a player character in this series. &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|thumb|400px|none|PSS Silent Pistol - 7.62x42mm]]&lt;br /&gt;
[[Image:MGS4-PSS.jpg|thumb|none|601px|PSS silent pistol displayed in the item menu.]]&lt;br /&gt;
[[Image:MGS4-PSS-1.jpg|thumb|none|600px|Literally two dozen yards from the end of the first Act, Snake uses his PSS Silent Pistol to make a Praying Mantis soldier silent.]]&lt;br /&gt;
[[Image:MGS4-PSS-2.jpg|thumb|none|600px|The threat dealt with, he reloads his weapon.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Race Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The [http://en.wikipedia.org/wiki/Racegun Race Gun] is based on Strayer Voigt Inc's 1911-styled double stack pistols; it is not even close to a modern high-end race gun, with only the choice of ammunition really distinguishing it as anything unusual. The gun holds 19 rounds in 9x23mm Winchester which is a moderately powered pistol cartridge; the game's version, for reasons which are never particularly apparent, uses rounds lightly loaded with smokeless powder, providing barely enough force to cycle the gun's mechanism. In game terms, this means the low-powered bullets will ricochet off hard surfaces and can be used for the &amp;quot;trick shots&amp;quot; showcased by Revolver Ocelot with his Colt Single Action Army in previous games; the result is basically just a gimmick gun for showing off, and is useless in practical terms thanks to its low damage stats (which appropriately reflect the stopping power of such underloaded ammunition). Once the game is completed at least once, the pistol will be unlocked automatically. The Race Gun cannot be customised. &lt;br /&gt;
&lt;br /&gt;
[[Image:SVI_Infinity.jpg|thumb|none|400px|Strayer Voigt Inc Infinity pistol - 9x23mm Winchester]]&lt;br /&gt;
[[Image:MGS4-Racegun.jpg|thumb|none|601px|&amp;quot;Race Gun&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk II==&lt;br /&gt;
&lt;br /&gt;
An integrally suppressed, manually operated fictional variant of the [[Ruger Mk II]], that fires tranquilizer rounds and has grips with a built-in laser sight and what appears to be a carbon-fiber barrel / upper receiver. It is given to Solid Snake by Otacon early in the game. After the game is completed, it is also able to fire fictional &amp;quot;Emotion&amp;quot; darts which induce one of the game's four psychological states (Cry, Laugh, Rage and Scream) in the target before knocking them out. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:RugerMkIISilenced.jpg|thumb|none|400px|Ruger Mk II pistol with professional Ciener Suppressor - .22 LR. This is a classic Silenced Pistol and this pistol has been seen in several motion pictures]]&lt;br /&gt;
[[Image:MGS4-Ruger.jpg|thumb|none|601px|&amp;quot;Mk. 2 Pistol&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Ruger-1.jpg|thumb|none|601px|The Ruger Mk II is presented to Snake using Metal Gear Mk II's manipulator, Otacon seemingly having decided to give Snake two Mk IIs for the price of one. Note laser sight grips.]]&lt;br /&gt;
[[Image:MGS4-Ruger-2.jpg|thumb|none|600px|Snake operates the bolt of his custom Ruger Mk II. This weapon is the successor to ''MGS2'' and ''MGS3's'' tranquilizer guns, and as in those games is manually operated.]]&lt;br /&gt;
[[Image:MGS4-Ruger-3.jpg|thumb|none|600px|After giving a Praying Mantis PMC soldier a hard-earned rest, Snake reloads his Ruger Mk II.]]&lt;br /&gt;
&lt;br /&gt;
==Shansi Type 17==&lt;br /&gt;
&lt;br /&gt;
Used by Big Mama, this is a Chinese made version of the [[Mauser C96]], chambered for .45 ACP ammunition. The Type 17 can be fired in semi-auto or - incorrectly - full-auto (the real Type 17 never had select-fire capability), and uses a 10-round fixed magazine loaded with a single 10-round stripper clip (common for other C96 versions, but the Chinese copies were usually issued with 5-rounders which allowed them to be reloaded once five or more rounds had been fired). It lacks any customisation options (not even able the option to mount its well-known stock) and also cannot be reloaded until it is totally empty. It can be unlocked by earning the Hound emblem at the end of the game, or through entering a code. While this is the weapon Big Mama used in her previous guise as Eva in ''Metal Gear Solid 3'', it is not the same Type 17, since that one was lost during the motorcycle chase. Big Mama uses this weapon to destroy three Dwarf Gekko drones which manage to infiltrate her European hideout. &lt;br /&gt;
&lt;br /&gt;
[[Image:C96-10.jpg|thumb|400px|none|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-Shansi.jpg|thumb|none|601px|Type 17 on the item menu. Note the undersized fire-selector borrowed from the [[Mauser C96#Mauser M712 Schnellfeuer|Mauser M712 Schnellfeuer]] above and to the right of the trigger; the Shansi Type 17 in reality is not select-fire and thus has no such switch.]]&lt;br /&gt;
[[File:MGS4ShansiType17-0.jpg|thumb|none|600px|Big Mama continues to use the method of &amp;quot;Bandit Shooting&amp;quot; that she utilized in ''[[Metal Gear Solid 3: Snake Eater]]'', turning the gun sideways to clear rooms in a horizontal sweep. This is probably the only way to take the impractical &amp;quot;Gangsta&amp;quot; style shooting and make it practical.]]&lt;br /&gt;
[[Image:MGS4-Shansi-1.jpg|thumb|none|600px|After taking out three Dwarf Gekko drones, Big Mama strikes a pose with her Shansi Type 17.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer GSR==&lt;br /&gt;
&lt;br /&gt;
The [[M1911 pistol series#SIG-Sauer 1911|SIG-Sauer GSR]] is the standard sidearm for all four of the game's Private Military Companies, and is also used by the small &amp;quot;Dwarf Gekko&amp;quot; drones. Any PMC soldier disarmed of his primary weapon will draw his GSR; the weapon can also be purchased from Drebin or found in a side-room in the first Act. The GSR uses the common .45 ACP round, but is inferior to Snake's default Springfield Operator due to being unable to mount a suppressor (though it does have the advantage of a slightly higher magazine capacity compared to the Operator). &lt;br /&gt;
&lt;br /&gt;
This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is not enabled, the GSR will become the only lethal pistol available to players who are not using unique storyline characters. &lt;br /&gt;
&lt;br /&gt;
[[Image:SIG-GSR12.jpg|thumb|400px|none|SIG-Sauer GSR - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-GSR.jpg|thumb|none|601px|The SIG-Sauer GSR being displayed on the item menu.]]&lt;br /&gt;
[[Image:MGS4-GSR-3.jpg|thumb|none|600px|Investigating a group of dead PMC soldiers in a side-room of the rebel safehouse in Act 1, Snake finds a discarded GSR on the floor.]]&lt;br /&gt;
[[Image:MGS4-GSR-1.jpg|thumb|none|600px|The gun rack in Drebin's Stryker includes two GSRs, two unloaded Glock 18Cs, and in the rack further down a pair of SCAR-H CQC rifles and two copies of Snake's M4A1 Custom; beyond them is a barely-visible AK-102 and a pair of LAWs. Several of these weapons are low-detail since they are part of the Stryker model rather than copies of the normal model. The two boxes between the pistol and rifle racks are the generic model for &amp;quot;custom parts&amp;quot; and are used for both weapon accessories and accessory weapons, such as the GP-30 and Masterkey.]]&lt;br /&gt;
[[Image:MGS4-GSR-2.jpg|thumb|none|600px|As the System breaks down at the end of the first Act, a disoriented PMC soldier equipped with a GSR in his leg holster attempts to give Snake a hug. Note also the two large pouches for M67 hand grenades on his belt.]]&lt;br /&gt;
[[File:MGS4SIGGSR-1.jpg|thumb|none|600px|Johnny fires his GSR at FROG soldiers onboard Outer Haven.]]&lt;br /&gt;
[[File:MGS4SIGGSR-3.jpg|thumb|none|600px|Meryl picks up Johnny's GSR and fires it after he is wounded.]]&lt;br /&gt;
[[File:MGS4SIGGSR-4.jpg|thumb|none|600px|Mei Ling, Captain of the USS ''Missouri'' and returning support character from the first MGS, cradles her GSR as her ship is boarded by a mix of FROG troopers, Dwarf Gekko, and even AI-controlled Metal Gear RAYs. This is the only time in the singleplayer game that she is ever depicted using a firearm (indeed it is the first time throughout the series she is ever seen using one), and her ''Metal Gear Online'' incarnation also restricts her to using handguns as the only firearm class she can equip. This is in line with her depiction throughout the series as a support character rather than a front-line soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory TRP==&lt;br /&gt;
&lt;br /&gt;
A customized [[Springfield Armory Tactical Response Pistol (TRP)|Springfield Armory TRP]] is Old Snake's signature handgun in ''Metal Gear Solid 4'', and the weapon he most commonly has equipped during cutscenes; it is clearly designed to resemble the custom M1911 used by Big Boss during the previous game, though it is by no means identical. It is given to him for free (along with a [[Ruger Mk II]] pistol) by Otacon early in the first Act of the game; Otacon comments that it was never integrated into the System, hence Snake's ability to use it before meeting Drebin. The Operator has the ability to mount both a tactical flashlight and a degradable suppressor, being one of only two pistols able to mount a suppressor and underbarrel accessory (the other being the Mk 23), and uses the very common .45 ACP round. Like the Ruger Mk II, aiming it will automatically activate a laser sight - in this case, it appears to be a Lasermax style sight built into the guide rod, with the activation switch on the slide stop. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
The in-game TRP has some difference from the actual Springfield version. It has no front-cocking serrations, a olive drab finished frame similar to the Springfield Armory Loaded MC Operator, the front of the frame is not flush with the cuts in the slide, four &amp;quot;teeth&amp;quot; on the under-barrel rail instead of three, wood grips, and a threaded barrel with a standard 1911 bushing.&lt;br /&gt;
&lt;br /&gt;
[[Image:Springfield_Armory_TRP.jpg|thumb|none|400px|Springfield Armory Tactical Response Pistol (TRP) - .45 ACP]]&lt;br /&gt;
[[Image:Snake_.45.JPG|thumb|none|400px|Old Snake's Springfield TRP.]]&lt;br /&gt;
[[Image:MGS4-Operator.jpg|thumb|none|601px|Springfield TRP on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Operator-2.jpg|thumb|none|601px|Otacon presents the TRP to Snake, with the suppressor installed. Oddly, it tends to not be installed during cutscenes; while this might conceivably be done in case Snake has no suppressors left, Snake has no problem using it when he has no .45 ACP ''ammunition'' left.]]&lt;br /&gt;
[[Image:MGS4-Operator-3.jpg|thumb|none|601px|Snake checks over his TRP after being presented it, first unloading it and examining the slide, then the fit of the suppressor, and finally pulling the trigger to let the hammer fall on the empty chamber. Note that the serial numbers have been ground off the frame, a process that was repeated on the slide.]]&lt;br /&gt;
[[Image:MGS4-Operator-4.jpg|thumb|none|600px|He's soon merrily testing it out on the Praying Mantis PMC soldiers.]]&lt;br /&gt;
[[Image:MGS4-Operator-5.jpg|thumb|none|600px|Snake reloads his TRP; note the handle of his Stun Knife in his left hand. He frequently reloads weapons with this in his hand, as a nod to the CQC knife-and-gun techniques in ''Metal Gear Solid 3'', though this does get extremely silly when he does it with machine guns.]]&lt;br /&gt;
[[Image:MGS4-Operator-6.jpg|thumb|none|600px|Encountering Drebin, Snake keeps his unsuppressed TRP trained on the Gun Launderer, not eager to trust someone who hangs around with a weird hairless monkey thing.]]&lt;br /&gt;
[[File:MGS4OldSnakeSpringerOp.jpg|thumb|none|600px|Snake aims his TRP at Liquid Ocelot at the end of Act 1, unable to get a shot off due to his nanomachines being interfered with by Liquid Ocelot's failed attempt to login to the System using Liquid Snake's DNA. His decision to wait until Ocelot was actually enacting his plan before trying to stop him turned out to be less than wise.]]&lt;br /&gt;
[[Image:MGS4-Operator-1.jpg|thumb|none|600px|Snake aims his TRP at Drebin's weird naked monkey-creature &amp;quot;Little Gray&amp;quot; as he wonders where it all went wrong.]]&lt;br /&gt;
[[File:MGS4SpringerOp-1.jpg|thumb|none|600px|'''Liquid Ocelot:''' ''&amp;quot;When it comes to CQC, I have the upper hand.&amp;quot;'' &amp;lt;br&amp;gt; Liquid Ocelot holds Snake's TRP on him after disarming him at the end of Act 3.]]&lt;br /&gt;
[[File:MGS4SpringerOp-2.jpg|thumb|none|600px|'''Old Snake:''' ''&amp;quot;One last punishment I must endure: erase my genes, wipe this meme from the face of the Earth. This is my final mission.&amp;quot;'' &amp;lt;br&amp;gt; Snake puts the barrel of his TRP in his mouth when preparing to commit suicide, a scene that is viewable right from the beginning of the game and requires completion of the game to fully explain. This screenshot provides a clear view of the laser activation switch on the slide release, and the Bomar-style rear sight.]]&lt;br /&gt;
[[File:MGS4SpringerOp-3.jpg|thumb|none|600px|Unable to commit suicide, Snake fires the only bullet into random space. Note that the slide locked back on an empty magazine follower, despite the fact that Snake only loaded one round in the chamber and then pocketed the magazine. This means the slide should be in battery.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
This category in-game also includes the &amp;quot;Patriot&amp;quot; compact carbine, but that weapon is listed under assault rifles due to firing an intermediate round rather than a pistol round.&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] is the primary weapon of Liquid Ocelot's FROG commando unit and is also used by Laughing Octopus in-game; since the FROGs are a common enemy in the game, ammunition is fairly plentiful. The P90 correctly features an integral reflex sight on the carrying handle, and also has three accessory mounting points, able to fit a suppressor, laser aiming module and a tactical light. Unusually for a game, the 50-round polycarbonate magazine is correctly shown as translucent, and visibly empties as the weapon is fired in first person. This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is enabled, it becomes the most expensive weapon of its type in that mode, thanks to its ease of use and plethora of customisation options. &lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:MGS4-P90.jpg|thumb|none|601px|FN P90 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-P90-1.jpg|thumb|none|600px|Liquid Ocelot's all-female special unit, the FROGs, carry P90s as standard-issue; this is in part a callback to the Arsenal Tengu troopers of ''[[Metal Gear Solid 2]]'', who wore similar armor and also wielded P90s. As with the Arsenal Tengus, the gas masks of the FROGs are apparently fake and offer them no protection against gas-based attacks.]]&lt;br /&gt;
[[File:MGS4P90-1.jpg|thumb|none|600px|Close up on the receiver of a suppressed P90. Looking down while lying prone with any gun gives this type of view.]]&lt;br /&gt;
[[Image:MGS4-P90-2.jpg|thumb|none|600px|During the &amp;quot;Guns of the Patriots&amp;quot; sequence in Act 3, a group of FROG soldiers on Liquid's boat manage the impressive feat of firing their P90s for twenty solid seconds without ever once being shown reloading, implying they somehow managed to fit 300 rounds into a standard P90 magazine.]]&lt;br /&gt;
[[File:MGS4P90-2.jpg|thumb|none|600px|A FROG soldier firing her P90.]]&lt;br /&gt;
[[File:MGS4P90-4.jpg|thumb|none|600px|Close up on a FROG's P90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|Heckler &amp;amp; Koch MP5SD2]] can be purchased from Drebin and is equipped with an integral, non-degrading suppressor. However, the tradeoff is that it is one of the weakest weapons in the entire game, and uses the surprisingly uncommon 9x19mm round. This weapon is available in multiplayer, but cannot be customised. The appearance of this weapon is a reference to the &amp;quot;Integral&amp;quot; version of the original ''[[Metal Gear Solid]]'' for the Playstation 1 console that was sold only in Japan, where it was available on the Very Easy difficulty and had infinite ammunition. &lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm, The one in-game has the older S-E-F trigger group.]]&lt;br /&gt;
[[Image:MGS4-MP5.jpg|thumb|none|601px|MP5SD2 on the item menu.]]&lt;br /&gt;
[[File:MGS4MP5SD2-1.jpg|thumb|none|600px|Aiming down the sights of the MPSSD2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is used by several of the PMC operatives in game. It can be first found and used by the player in Act 2 and can be equipped with a unique red dot sight or the ACOG scope. For whatever reason, the weapon is depicted ingame as being distinctly inferior to the P90, lacking any option to attach a suppressor, tactical light, or laser sight (all of which it can use in real life). It is also stuck with using a low-capacity 20-round magazine ingame (intended for use for when the MP7 is issued as a select-fire backup weapon), instead of its more appropriate 40-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hk mp7 b-1-.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Hensoldt RSA red dot sight - 4.6x30mm]]&lt;br /&gt;
[[Image:MGS4-MP7.jpg|thumb|none|601px|MP7A1 on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
&lt;br /&gt;
In the live-action commercial for the Praying Mantis PMC that plays as part of a bizarre sequence at the start of the game, a motorcyclist is shown using a full-size [[Uzi]] submachine gun at one point, though in the rest of the sequence it is a Micro Uzi.&lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Mantis PMC Uzi 1.jpg|thumb|600px|none|The biker aims his Uzi. This is probably some kind of stunt prop, since it only appears when he falls off the bike.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
&lt;br /&gt;
In the rest of the Praying Mantis commercial the biker instead uses a [[Mini Uzi]], using the folded stock as a foregrip. The weapon is probably a replica or Airsoft gun, since the muzzle flashes are CG and the charging handle does not move when it fires.&lt;br /&gt;
&lt;br /&gt;
[[Image:MiniUzi 01.jpg|thumb|none|400px|IMI Mini Uzi with stock folded - 9x19mm]]&lt;br /&gt;
[[File:Mantis PMC Uzi 3.jpg|thumb|600px|none|The biker aims his Mini Uzi. Note it no longer has the folded stock of a full-size Uzi and is generally far smaller.]]&lt;br /&gt;
[[File:Mantis PMC Uzi 2.jpg|thumb|600px|none|&amp;quot;Ha, a transforming robot is no match for my transforming SMG.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon==&lt;br /&gt;
&lt;br /&gt;
The [[Izhmash PP-19 Bizon]] can be purchased from Drebin; the game claims it to be a &amp;quot;new Russian submachine gun,&amp;quot; even though it was twelve years old when the game came out and is eighteen years old in the game's universe; the version in-game is not even a current model, instead being based on the earliest production model. The version in game is chambered for 9x18mm Makarov, which translates into a 64-round magazine capacity. The Bizon cannot be customized.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bizon1.jpg|thumb|none|401px|PP-19 Bizon - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MGS4-Bizon.jpg|thumb|none|601px|Bizon on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10]] can be purchased from Drebin or found in Act 2 in the hands of the leftist Rebels. It can be equipped with a suppressor, and uses a 30-round magazine of .45 ACP ammunition. Unlike most depictions, Snake actually uses both hands and the stock ingame. Being an open-bolt weapon, it is possibly the only gun in the game with two reload animations. If Snake reloads with ammunition still left in the magazine, he will simply remove and replace it with a loaded one as he would a handgun. On the other hand, if Snake reloads the MAC-10 from an empty magazine, he will first retract the bolt before removing and replacing the magazine. Realistically, in neither case is a round ejected when reloading this weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|320px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:MGS4-M10.jpg|thumb|none|601px|MAC-10 as &amp;quot;M10&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M10-1.jpg|thumb|none|600px|Snake fires his MAC-10 during the motorcycle sequence of Act 3; apparently Big Mama doesn't mind him firing unsuppressed fully automatic weapons right next to her ear.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion Vz 82==&lt;br /&gt;
&lt;br /&gt;
The [[Skorpion_SA#SA Vz. 82 Skorpion|SA Vz. 82 Skorpion]] is used by Paradise Lost resistance members riding motorcycles in the Eastern Europe section of the game (Act 3), and is given to Old Snake by Big Mama in the same level. While called the &amp;quot;Vz. 83&amp;quot; ingame, the game shows it as being chambered in 9x18mm Makarov rather than .380 ACP, making it a Vz. 82. It comes equipped with a visible laser sight.&lt;br /&gt;
&lt;br /&gt;
Its comparatively low magazine capacity of 20 rounds, low stats, and inability to be customised, coupled with the fact that FN P90s can be obtained for free much earlier ingame, make it arguably a weapon hardly-chosen by most players, so it's largely for the nostalgia factor in singleplayer (the very similar [[Sa. Vz.61 Skorpion]] made an appearance in Metal Gear Solid 3), though players can still take advantage of the fact that it's the submachine gun with highest lock-on in the game, being especially useful for one-shotting enemies during the Act 3 chase scene. Multiplayer, however, is a different story, as it is the only firearm in its inventory slot to be available free of charge (if Drebin Points are enabled) for non-unique player characters, as well as possessing the longest auto-aim lock-on range of any weapon in multiplayer modes. &lt;br /&gt;
&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|thumb|none|330px|SA Vz. 82 Skorpion - 9x18mm Makarov.]]&lt;br /&gt;
[[Image:MGS4-Klobb.jpg|thumb|none|601px|Skorpion Vz 82 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Klobb-1.jpg|thumb|none|600px|Big Mama hands Snake a Vz 82 during the cutscene before the motorcycle escape sequence.]]&lt;br /&gt;
[[Image:MGS4-Klobb-2.jpg|thumb|none|600px|As usual, he inspects it before accepting.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
All shotguns in this game can use 00 buckshot, shotgun slugs, or non-lethal &amp;quot;vortex ring&amp;quot; ammunition. The latter references an experimental less-lethal system the US Army studied starting in 1998, using a specialised blank cartridge and a divergent muzzle device to &amp;quot;fire&amp;quot; a focused subsonic pulse of high-spin compressed air (the titular vortex ring) potentially for hundreds of feet and with the possibly of carrying chemical riot control agents or marking dye within the vortex. The project used a modified Mk 19 grenade launcher with 100,000 PSI blank cartridges and chemical reservoirs fitted to the muzzle device, but reliability issues, spillage of agents along the flight path and the ease of dodging the extremely loud subsonic vortex ring led to the conclusion that the weapon was not suitable for crowd control.&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Custom==&lt;br /&gt;
&lt;br /&gt;
A heavily customised [[Remington 870]] can be purchased from Drebin or found in the second Act; it comes with a Surefire dedicated forend WeaponLight as standard, and can also be equipped with an Aimpoint red dot sight or ACOG scope; if neither is fitted, it will have no sights at all, with Snake simply aiming along the top-mounted rail. This weapon is available in multiplayer, and is the only weapon of its type in that mode if the &amp;quot;Drebin Points&amp;quot; option is not enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Model870P 14inlg.jpg|thumb|none|400px|Remington 870 Police &amp;quot;Entry Gun&amp;quot; with a SureFire dedicated forend WeaponLight - 12 gauge. The version in ''MGS4'' is further customised with a top rail instead of iron sights and a collapsible stock similar to the one used by the Mk 14 Mod 0 Enhanced Battle Rifle.]]&lt;br /&gt;
[[Image:MGS4-870C.jpg|thumb|none|601px|&amp;quot;870 custom&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-870C-1.jpg|thumb|none|600px|A FROG reels in confusion as Snake aims a pump-action RIS rail at her. &amp;quot;It's a shotgun, I swear!&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-870C-2.jpg|thumb|none|600px|With the Aimpoint scope attached, the 870 Custom at least looks a bit more respectable.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 &amp;quot;MasterKey&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A short barrelled [[Remington 870]] configured like an [[Knight's Armament Masterkey]] is available as an attachment for the &amp;quot;M4 Custom&amp;quot; only, and can be found in the hands of PMC search teams; curiously, they have it equipped in a standalone configuration with a pistol grip and stock, raising the question of why they aren't just using a regular full-size shotgun instead. The inferior tube magazine capacity and lower effective range would make it far less useful than a full-sized shotgun for general use, and for close quarters combat or door breaching a purpose-built short shotgun would be a far more logical choice than issuing a rifle accessory which needs to be attached to ''another'' accessory to actually function.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|none|400px|Remington 870 with early style Black Synthetic Riot foregrips and buttstock - 12 Gauge.]]&lt;br /&gt;
[[Image:KAC Masterkey.jpg|thumb|none|400px|Masterkey shotgun mounted on a KAC SR-16 - 12 Gauge &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Kacsbsa.jpg|thumb|none|400px|Masterkey in standalone configuration.]]&lt;br /&gt;
[[Image:MGS4-M4CMasterkey.jpg|thumb|none|601px|Masterkey accessory shotgun mounted to the M4 Custom on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Masterkey.jpg|thumb|none|600px|Old Snake's M4 Custom in full recoil as he uses his Masterkey to ruin someone's day.]]&lt;br /&gt;
[[Image:MGS4-Masterkey-1.jpg|thumb|none|600px|Satisified for now, Old Snake reloads his Masterkey.]]&lt;br /&gt;
[[Image:MGS4-Masterkey-2.jpg|thumb|none|600px|Attaching an accessory shotgun to a standalone grip is like buying an iPod and then nailing it to the side of a desktop PC.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
&lt;br /&gt;
The [[Saiga-12]] can be purchased from Drebin. It is the only weapon of its type capable of semiautomatic fire, as well as the only one that uses a detachable box magazine (with a capacity of 8 rounds); along with very clear iron sights, this makes it distinctly superior to the other shotguns in more or less every regard. This weapon is available in multiplayer, but cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 Gauge]]&lt;br /&gt;
[[Image:MGS4-Saiga12.jpg|thumb|none|601px|Saiga 12 on the item menu, loaded here with less-lethal (in game terms, non-lethal) vortex ring rounds.]]&lt;br /&gt;
[[Image:MGS4-Saiga12-2.jpg|thumb|none|600px|Finding the Advent Palace hotel's kitchen infested with FROGs, Snake takes prompt action before an inspector shows up and shuts the place down.]]&lt;br /&gt;
[[Image:MGS4-Saiga12-1.jpg|thumb|none|600px|Having done his bit for the community, Snake reloads his Saiga 12.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Twin Barrel&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|sawed off side-by-side double barrel shotgun]], that can either be found in the game or purchased from Drebin. For some reason, Old Snake is restricted to using it with a one-handed grip. He can also only fire both barrels at once. Besides Snake, several members of the South American militia, as well as at least one Paradise Lost member utilise this type of weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|400px|Sawed-off Baikal side-by-side shotgun - 12 gauge. Similar to the ''MGS4'' &amp;quot;Twin Barrel,&amp;quot; though the latter has only a single trigger.]]&lt;br /&gt;
[[Image:MGS4-shotty.jpg|thumb|none|601px|&amp;quot;Twin Barrel&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Shotty-1.jpg|thumb|none|600px|A Paradise Lost member holds a sawed-off double-barrel shotgun on Snake as the old man breaks into their headquarters.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-102==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47#AK-102|AK-102]] is used by the rebel forces in the Middle East section (Act 1), and is Solid Snake's first weapon in the game (next to Solid Snake right after the first cutscene after the opening). Until he rendezvouses with the Metal Gear Mk II, the AK-102 is the only firearm that Solid Snake has at the beginning of the game, forcing the player to rely on stealth to get past the game's introductory level. It can be equipped with a [[GP-30]] grenade launcher. This weapon is available in multiplayer, and if the &amp;quot;Drebin Points&amp;quot; option is enabled, the AK-102 becomes the cheapest assault rifle in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|400px|AK-102 carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-AK102-4.jpg|thumb|none|601px|In the first Act, Snake only manages a short burst from his original militia-issued AK before it jams up on him, leaving him to discard it. An optional CODEC call reveals this was due to faulty locally-produced ammunition.]]&lt;br /&gt;
[[File:MGS4AK102-1.jpg|thumb|none|600px|Snake fires the AK-102 at Praying Mantis PMC troops.]]&lt;br /&gt;
[[Image:MGS4-AK102-3.jpg|thumb|none|600px|Snake reloads his second AK-102. There are two slightly different AK-102 models used in game; the &amp;quot;hero&amp;quot; version used only in cutscenes has 3D-modelled bullets in the magazine, while the in-game one is empty.]]&lt;br /&gt;
[[Image:MGS4-AK102-5.jpg|thumb|none|601px|Snake reloads the &amp;quot;hero&amp;quot; AK model, with a more detailed magazine.]]&lt;br /&gt;
[[Image:MGS4-AK102-2.jpg|thumb|none|601px|Menaced by Gekko, Snake still has time to strike a dramatic pose. He discards this AK shortly after this.]]&lt;br /&gt;
[[Image:MGS4-AK102-1.jpg|thumb|none|601px|Snake encounters his third and last AK-102. Finding it on the ground next to a dead soldier, he carefully checks it for booby-traps before picking it up.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
&lt;br /&gt;
The [[AN-94]] can be found in a shack at the beginning of Act 2 or purchased from Drebin. It can be equipped with a [[GP-30]] grenade launcher. The game correctly simulates the weapon's unusual mode of fully-automatic fire by first firing a 1,800 RPM two-round burst, before cycling the following rounds at 600 RPM. While it is powerful and accurate, it features a very poor iron sight and 5.45x39mm ammunition pickups are basically non-existent, with only a handful in the fourth Act. Its presence is a reference to ''Metal Gear Solid 2'', where Russian mercenaries under the command of Olga Gurlukovich were equipped with the AN-94 during their attack on the Big Shell; unlike its previous incarnation, however, the AN-94 in this game cannot mount a tactical flashlight. &lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 Abakan Nikonov assault rifle - 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AN94.jpg|thumb|601px|none|AN94 on the item menu, equipped with a GP-30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-AN94-3.jpg|thumb|600px|none|Snake holds an AN-94 fitted with a GP-30 grenade launcher as he waits for an elevator in the abandoned Shadow Moses base's nuclear warhead storage building.]]&lt;br /&gt;
[[Image:MGS4-AN94-1.jpg|thumb|600px|none|While waiting, he amuses himself by using the hideously tiny iron sight of the AN-94 to shoot at some of the warheads that the US military left lying around when the base was abandoned in an extremely sensible fashion. Apparently the alteration to his nanomachines that prevented him doing so before is long past its shelf life.]]&lt;br /&gt;
[[Image:MGS4-AN94-2.jpg|thumb|600px|none|Luckily, the lethal radiation leak this used to cause has apparently also passed its shelf life and the warheads no longer care about being shot at, leaving Snake to smugly reload his weapon.]]&lt;br /&gt;
&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
&lt;br /&gt;
During the bizarre live-action introduction sequences, one of the channels shows a PMC advertisement with two people in Middle Eastern-style robes hovering in mid-air as the camera circles around them. The one in black is armed with an [[AK-74#AKS-74U|AKS-74U]].&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U  (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AKS.jpg|thumb|600px|none|A strangely-dressed pair of live-action combatants duel in the air, one holding an AKS-74U.]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|600px|none|A second shot of the AKS-74U. This seems to be one of those adverts where nobody can actually figure out what the product was after seeing it.]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS]] is not usable in the game, but appears in flashbacks to ''Metal Gear Solid'', as well as the brief &amp;quot;nightmare&amp;quot; sequence of ''MGS1'' gameplay.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]]&lt;br /&gt;
[[Image:MGS4-FAMAS.jpg|thumb|600px|none|Meryl Silverburgh holds a FAMAS on Solid Snake during a flashback to the first game.]]&lt;br /&gt;
[[Image:MGS4-FAMAS-1.jpg|thumb|600px|none|During the nightmare sequence at the start of Act 4, Snake is treated to some authentic ''MGS1'' gameplay, with the guards still armed with their low-detail FAMAS-G1s as in the original. Note the screen border; this is authentic, and suggests this sequence is the actual PS1 code being run in emulation mode by the PS3.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL]], labelled the FAL Carbine, is seen in the hands of the rebel forces in the Eastern Europe section of the game (Act 3). It can be purchased from Drebin like most other firearms in the game. Snake acquires two or three during cutscenes in Act 3, either disarming someone or taking one from a corpse, but hands them back to their owner or to someone else shortly afterwards each time; the sole rebel actually seen in normal gameplay does not use it either, leaving it as the only 7.62mm NATO weapon that ''has'' to be purchased directly from Drebin, rather than stolen and unlocked or being added to the player's arsenal after a cutscene. Its battle rifle cartridge makes it more powerful shot-for-shot than the ingame assault rifles, and its low rate of fire combined with the long range of its round allows effective full-auto fire from a much longer range, but it can't be customised.&lt;br /&gt;
&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|400px|none|FN FAL, older variant with humped stock and ramp rear sight - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-FAL.jpg|thumb|none|601px|FN FAL on the item menu.]]&lt;br /&gt;
[[Image:MGS4-FAL-1.jpg|thumb|none|600px|Having knocked out several Paradise Lost members, Snake brandishes a FAL he took from one alongside his Stun Knife, preparing to lay some CQC down.]]&lt;br /&gt;
[[Image:MGS4-FAL-2.jpg|thumb|none|600px|The Paradise Lost group prepare to move out as Big Mama delivers a ridiculous speech about how first-person shooter games have trained her &amp;quot;children&amp;quot; to be soldiers. Good thing it's not third-person stealth games that did that.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
&lt;br /&gt;
The short-barrelled CQC variant of the [[FN SCAR#FN SCAR-H|FN SCAR-H]], referred to under its SOCOM &amp;quot;Mk. 17&amp;quot; designation, is the standard battle rifle used by the PMC troops ingame. It can be found fairly early on in Act 1 (simply by killing, subduing, sedating, or disarming PMC troops) up to Act 3, and can be upgraded with various optics, an LDI OTAL (Offset Tactical Aiming Laser), a flashlight and one of two vertical foregrips; it cannot, however, mount the XM320 grenade launcher, Masterkey shotgun, or a suppressor. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-Mk17.jpg|thumb|none|601px|The FN SCAR-H on the item menu. Note the fire selector is always on semi-auto.]]&lt;br /&gt;
[[Image:MGS4-SCAR-2.jpg|thumb|none|600px|Snake reloads his SCAR-H. The bolt will lock back even if there is a round in the chamber.]]&lt;br /&gt;
[[Image:MGS4-SCAR-3.jpg|thumb|none|600px|Praying Mantis PMC soldiers retreat as &amp;quot;Gekko&amp;quot; unmanned vehicles are called in to take their place.]]&lt;br /&gt;
[[Image:MGS4-SCAR-4.jpg|thumb|none|600px|At the end of the first Act, Snake sneaks into the main base of the Praying Mantis PMC. Circumstances conspire to make this a slightly less bad idea than would normally be expected.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3|Heckler &amp;amp; Koch G3A3]] is seen in the hands of the leftist insurgents in the South America section of the game (Act 2). It can also be purchased via Drebin like most other firearms in the game, but cannot be customised. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|400px|none|HK G3A3 - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-Boatanchor.jpg|thumb|none|601px|G3A3 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-G3-1.jpg|thumb|none|600px|Snake uses the ACOG sight of his SCAR-H to admire the trigger discipline of a rebel soldier with a G3A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] is used by the Rat Patrol and other US troops in game, curiously still called XM8 even though it has obviously been formally adopted by the US military in ''Metal Gear Solid 4's'' world. It can be found by the player in a secluded area in Act 2, but cannot be purchased from Drebin. The version seen in game has an early XM8 flash hider with the rest of the features of the later model. It comes with a built-in red dot sight and can be equipped with an XM320 grenade launcher, but no other accessories. Meryl's team each have different versions of the rifle, two of which are not available to the player; Johnny &amp;quot;Akiba&amp;quot; Sasaki uses the compact carbine configuration, Johnathan uses the standard one with a grenade launcher, and Ed has the designated marksman variant. The standard version of the XM8 is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8.JPG|thumb|400px|none|Heckler &amp;amp; Koch XM8 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Xm8 rightmed.jpg|thumb|400px|none|Early Heckler &amp;amp; Koch XM8 - 5.56x45mm NATO. Note &amp;quot;duckbill&amp;quot; flash hider and lack of four oval PCAP holes.]]&lt;br /&gt;
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM8 with an XM320 grenade launcher fitted, on the item menu. Note it uses an early &amp;quot;duckbill&amp;quot; flash hider rather than the later model's &amp;quot;birdcage,&amp;quot; but has the later version's PCAP accessory mounting holes in the handguard.]]&lt;br /&gt;
[[Image:MGS4-XM8-3.jpg|thumb|none|600px|The XM8, as in real life, features a red dot optic as standard; here Snake uses it to take out one of the PMC soldiers guarding the power station.]]&lt;br /&gt;
[[Image:MGS4-XM8-2.jpg|thumb|none|600px|Snake operates the charging handle of his XM8 after a reload.]]&lt;br /&gt;
[[Image:MGS4-XM8-4.jpg|thumb|none|600px|Johnathan has a lie down with his XM8 with XM320. This is what is technically known as a bad idea.]]&lt;br /&gt;
[[File:MGS4XM8-1.jpg|thumb|none|600px|A US Army soldier tries to pull the trigger on his XM8, but the ID lock has been changed by Liquid Ocelot, rendering the weapon useless.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Compact_Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]], the shortest configuration of the XM8, is used by Johnny &amp;quot;Akiba&amp;quot; Sasaki, a member of Meryl Silverburgh's &amp;quot;Rat Patrol&amp;quot; FOXHound unit. While Heckler &amp;amp; Koch marketed this version as the &amp;quot;PDW&amp;quot; configuration, it fires a full-sized assault rifle round, therefore is classified here as a rifle. It is unavailable in singleplayer, but the Johnny Sasaki unique character in multiplayer can use it, and is the only player character in that mode who can select it at the beginning of a match or when respawning. In this mode, it retains the standard variation's red dot sight, but cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8CC.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM8 Compact Carbine with full stock - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-XM8PDW.jpg|thumb|none|600px|'''Old Snake:''' ''&amp;quot;You haven't even taken the safety off, rookie.&amp;quot;'' &amp;lt;br&amp;gt; '''Johnny &amp;quot;Akiba&amp;quot; Sasaki:''' ''&amp;quot;Careful, I'm no rookie! I'm a 10-year vet!&amp;quot;'' &amp;lt;br&amp;gt; Johnny then bears out Snake's accusation by visually inspecting his weapon's safety rather than just flicking his thumb up and forward to ensure the safety is not still engaged or disengage it if it is.]]&lt;br /&gt;
[[Image:MGS4-XM8PDW-1.jpg|thumb|none|600px|The result is fairly predictable, with Snake ambushing Johnny via CQC techniques before turning Johnny's weapon against him and his comrades. Note that since there's only one model for the weapon used in this cutscene, the safety is ''still'' on.]]&lt;br /&gt;
[[Image:MGS4-XM8PDW-2.jpg|thumb|none|600px|Johnny shows off the very &amp;quot;Future Force Warrior&amp;quot; look of the FOXHound unit's gear as he holds his XM8 Compact Carbine, including a backpack computer unit, a computer monitor integrated into his &amp;quot;shades,&amp;quot; and a keyboard attached to his forearm. One very important piece of gear the Rat Patrol never wears, however, is a helmet.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
&lt;br /&gt;
A customised [[M16_rifle_series#M4.2FM4A1_Carbine|M4A1]] is Solid Snake's assault rifle of choice and is given to him early in Act 1 by Drebin. In the first trailers, he instead steals it from a PMC soldier, and it is equipped with an EOTech 552 sight and a tan XM320 40mm grenade launcher. In the actual game, it can be equipped with an Aimpoint Comp M2 red dot sight, an ACOG scope, a Surefire tactical flashlight, a LDI OTAL (Offset Tactical Aiming Laser), a Knights Armament Company (KAC) or TangoDown vertical foregrip, a Remington 870 Masterkey underbarrel shotgun, an H&amp;amp;K XM320 grenade launcher, and a KAC suppressor. The sheer number of attachments, combined with excellent accuracy, low recoil and the abundance of 5.56mm ammo, makes this one of the best rifles available for a good bit into Act 3. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The weapon itself is based on the M4A1 carbine with a 14.5&amp;quot; barrel, tan A2 pistol grip and tan LE 6-position buttstock. It is equipped as standard with Precision Reflex Industries (PRI) folding front and ARMS#40L rear sights, a Troy Industries CQB flash hider (&amp;quot;CQC compatible&amp;quot;) and a KAC RAS. Though the latter is supposed to be free-floating, it is incorrectly rendered with a standard M4A1 handguard cap.&lt;br /&gt;
&lt;br /&gt;
Drebin makes a series of patently false claims about the M4A1 as shown; he tells Snake the barrel is free-floating (&amp;quot;of course&amp;quot;) despite that the weapon's handguard has an end cap, and claims the weapon is &amp;quot;popular with the big PMCs&amp;quot; despite none ever using it (however, it should be noted that PMC soldiers were shown carrying M4A1s instead of SCAR-Hs in pre-release footage), and claiming it is &amp;quot;the official carbine model used by US Army&amp;quot; even though in the fiction the US Army is shown to have adopted the XM8.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|400px|none|M4A1 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MGS4-M4CMasterkey.jpg|thumb|none|601px|M4A1 on the item menu, fitted with a Masterkey accessory shotgun. Unusually for a videogame, mounting an optic will show the weapon with the sights folded down rather than removed entirely.]]&lt;br /&gt;
[[Image:MGS4-M4-1.jpg|thumb|none|600px|Snake is presented with the M4 by Drebin when they first meet as a gift to welcome him to the services of the Gun Launderer. Always one to look a possibly exploding horse in the mouth, Snake proceeds to thoroughly examine it. Note that despite Drebin's claim here, none of the PMCs use the M4 Custom at any point in the game.]]&lt;br /&gt;
[[Image:MGS4-M4-2.jpg|thumb|none|600px|Snake holds his M4 Custom, giving a good look at the rail handguard, flip-up sights and the high-detail magazine of the &amp;quot;hero&amp;quot; cutscene model.]]&lt;br /&gt;
[[Image:MGS4-M4-3.jpg|thumb|none|600px|After a minor diversion involving Snake's old nanomachines preventing the weapon firing (via a component he apparently didn't notice while stripping the weapon), Snake fires the M4 Custom.]]&lt;br /&gt;
[[Image:MGS4-M4-4.jpg|thumb|none|600px|Reloading the non-cutscene M4 reveals a distinct lack of bullets in the magazine.]]&lt;br /&gt;
[[File:MGS4M4Custom-1.jpg|thumb|none|600px|Snake prepares to squeeze off a shot a Vamp with his M4. Note that the fire selector is properly set to semi-auto, but in gameplay selector is always set to full-auto, even if the player selects a different firing mode.]]&lt;br /&gt;
[[File:MGS4M4Custom-2.jpg|thumb|none|600px|Snake aiming his M4 at Vamp. Despite being right-handed, Snake does a pro job of setting up left-handed to remain behind cover, and makes good use of the wall for stability. Shortly thereafter he resumes his normal right-handed stance while turning the gun sideways, ejection port up, to fire at the PMCs guarding Vamp and Naomi.]]&lt;br /&gt;
[[Image:MGS4M4A1.jpg|thumb|none|600px|Old Snake wielding the M4A1 with an EOTech sight in early trailers; this accessory is not available in the final game.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Patriot&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This custom full-auto-only stockless [[M16A1]] with a significantly shortened muzzle-braked barrel and smooth handguard based on the [[Rocky Mountain Arms Patriot Pistol]] and partially inspired by the [[M231 Firing Port Weapon]] that was a originally used by The Boss, is seen briefly at the end of the game. It is wielded by Big Boss, shortly before dropping it and then disarming Solid Snake and embracing him in a fatherly hug.&lt;br /&gt;
&lt;br /&gt;
It can be unlocked by earning the Big Boss emblem after the end of the game or by a password. Its most notable trait is that it has unlimited ammo and never needs to be reloaded (the in-game reason is how its Beta-C magazine, misnamed in the previous game as the &amp;quot;feed mechanism,&amp;quot; vaguely resembles the sideways-8 infinity symbol); it also plays part of the &amp;quot;Snake Eater&amp;quot; theme from ''[[Metal Gear Solid 3: Snake Eater|Metal Gear Solid 3]]'' when aimed. It is classified as an SMG, despite firing an intermediate rifle round, which would in reality make it an ultracompact carbine. The Patriot cannot be customised in-game.&lt;br /&gt;
&lt;br /&gt;
This weapon was available in multiplayer, but only if a player is randomly selected to have access to it. For some reason, the Patriot in multiplayer is treated as a suppressed weapon with absolutely no firing sounds (even though it cannot mount a suppressor due to the muzzle brake), and its stopping power in that mode is minimal. Unlike ''Metal Gear Solid 3'', player characters will use their off-hand to hold the weapon by its magazine, unlike Big Boss in the aforementioned game who used his off-hand to hold the weapon's handguard. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wm 1119951786543207.jpg|thumb|none|400px|Similar-looking Rocky Mountain Arms &amp;quot;M16-Style Pistol&amp;quot; - 5.56x45mm. This has a A2 upper and pistol grip, whereas the weapon in the game has the older A1 upper (simpler rear sight and forward assist but no brass deflector) and an original-style pistol grip.]]&lt;br /&gt;
[[Image:MGS4-Patriot.jpg|thumb|none|601px|&amp;quot;Patriot&amp;quot; on the item menu.]]&lt;br /&gt;
[[File:MGS4Patriot-3.jpg|thumb|none|600px|The &amp;quot;Patriot&amp;quot; being fired on the roof of Advent Palace. Note the rear sight and tear-drop forward-assist which a M231 FPW would not have.]]&lt;br /&gt;
[[File:MGS4Patriot-1.jpg|thumb|none|600px|Big Boss levels his &amp;quot;Patriot&amp;quot; at Old Snake. Using the rear sight to aim a gun with no front sight would result in very questionable accuracy, but not as questionable as using one's blind and patched eye to aim, something Big Boss would end up doing a lot more of in [[Metal_Gear_Solid:_Peace_Walker|his next canonical appearance]] in the Metal Gear Solid series.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles / Designated Marksman Rifles=&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A2==&lt;br /&gt;
&lt;br /&gt;
The [[Barrett_M82#Barrett_M82A2|M82A2]] can be purchased from Drebin, is Hideo Kojima's personal favourite, and is used the US military forces in Act 3 and later by Johnny &amp;quot;Akiba&amp;quot; Sasaki during Act 5, a curious weapon choice when it is clear that a weapon capable of extended automatic fire would be much better suited to the particular environment he's literally being thrown into. It is also exclusively available to the Akiba special character in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Barrettm82a2.jpg|thumb|400px|none|Barrett M82A2 - .50 BMG]]&lt;br /&gt;
[[Image:MGS4-Barrett.jpg|thumb|none|601px|Barrett M82A2 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Barrett-2.jpg|thumb|none|600px|A US soldier aims a Barrett M82A2 at Liquid's boat from the side door of a helicopter during Act 3.]]&lt;br /&gt;
[[File:MGS4M82A2-1.jpg|thumb|none|600px|Another US soldier aims his Barrett M82A2 off the pier.]]&lt;br /&gt;
[[Image:MGS4-Barrett-1.jpg|thumb|none|600px|He is one of many, many, many soldiers and Marines aiming at said boat. Strangely, most of them aim straight forward even though the boat is ''below'' the bridge they're standing on.]]&lt;br /&gt;
[[Image:MGS4-Barrett-3.jpg|thumb|none|600px|At the start of the final Act, Johnny Sasaki holds his M82A2 as he prepares to launch onto Outer Haven using the giant man-catapult which Drebin owns for some inexplicable reason.]]&lt;br /&gt;
[[File:MGS4M82A2-3.jpg|thumb|none|600px|Johnny aims his Barrett M82A2 at FROG soldiers onboard Outer Haven.]]&lt;br /&gt;
[[File:MGS4M82A2-4.jpg|thumb|none|600px|Johnny fires his M82A2 at the FROGs.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
&lt;br /&gt;
The [[DSR-1]], a bolt-action sniper rifle with a bullpup layout, is used by FROG snipers and can be bought from Drebin; doing so is rather pointless, however, since Snake is automatically given an unlocked DSR-1 at the end of Act 2, after he uses it in a cutscene to free Raiden from Vamp's clutches. This weapon can actually be seen in Snake's possession before this on a rack of weapons on board the Nomad during the briefing sequences, next to the helicopter in the transport bay. The weapon is loud and features a fairly slow bolt-action; this along with a lack of customisation options places it distinctly behind the Mk 14 Mod 0 EBR and VSS in terms of versatility. The ingame calibre is specified to be 7.62x67mm, making it .300 Winchester Magnum. It is used by a few PMC and FROG snipers, the latter resulting in one of the game's more memorably unrealistic scenes in Act 3. This weapon is available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|400px|none|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-DSR.jpg|thumb|none|601px|DSR-1 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-DSR-1.jpg|thumb|none|600px|Snake operates the bolt of his DSR-1.]]&lt;br /&gt;
[[Image:MGS4-DSR-2.jpg|thumb|none|600px|During the motorcycle escape sequence in the third Act, the game uses a &amp;quot;cinematic&amp;quot; camera any time Snake isn't aiming; at one point, a FROG sniper is seen firing her DSR-1 from a distant building. Note the FROGs place the scope against the side of their head rather than lining it up with their eyes; in addition, in this scene the DSR-1 ejects a spent casing immediately, without the bolt being operated.]]&lt;br /&gt;
[[Image:MGS4-DSR-3.jpg|thumb|none|600px|Big Mama reels from the FROG sniper's bullet. As noted above, if the player was using their weapon they will have no idea why this actually happened. Which is probably for the best...]]&lt;br /&gt;
[[Image:MGS4-DSR-4.jpg|thumb|none|600px|...Since apparently Big Mama isn't up on the whole thing where being shot in the heart with a .300 Win Mag is supposed to actually harm you in some way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
&lt;br /&gt;
While not usable in the game, the &amp;quot;press X&amp;quot; flashback after defeating Crying Wolf shows Sniper Wolf's death scene in the original game, with the defeated sniper holding her signature [[Heckler_%26_Koch_G3#Heckler_.26_Koch_PSG-1|Heckler &amp;amp; Koch PSG-1]].&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-PSG1.jpg|thumb|none|600px|Sadly, the static and blur filters thrown over these flashback images mean this is the only frame of Wolf's PSG-1 where the barrel isn't distorted.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Sharpshooter==&lt;br /&gt;
&lt;br /&gt;
A [[Heckler_%26_Koch_XM8#Heckler_.26_Koch_XM8_Sharpshooter_Rifle|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle]] is used by the character &amp;quot;Ed,&amp;quot; a member of Meryl Silverburgh's &amp;quot;Rat Patrol&amp;quot; FOXHound unit. It is never available to the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM8sharp.jpg|thumb|400px|none|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp.jpg|thumb|none|600px|Ed checks over his XM8 Sharpshooter. Note Ed's weapon is fitted with the same Insight ISM-V scope as the other members of his unit, rather than the x4 magnifying scope the Sharpshooter variant is supposed to use.]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp-1.jpg|thumb|none|600px|Meryl, Ed and Johnathan demonstrate the capabilities of the &amp;quot;System&amp;quot; by taking down three FROG soldiers in perfect unison, using their shared senses.]]&lt;br /&gt;
[[Image:MGS4-XM8Sharp-2.jpg|thumb|none|600px|Hearing a mysterious sound coming from all around, Ed and Johnathan apprehensively aim their weapons at particularly scary-looking parts of a derelict building.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
&lt;br /&gt;
A hybrid of the [[M14_Rifle#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|M14 EBR-RI and Mk 14 Mod 0]], respectively the US Army and Navy SEAL versions, is used by PMC marksmen in-game and can be purchased from Drebin. Physically, it more closely resembles the EBR-RI, including the black chassis, longer barrel, and original-style flash hider with the front sight attached to it rather than to part of the gas block. However, it utilizes the Mod 0's more distinctive Sage 90905 pistol grip rather than the EBR-RI's M14ERGO, and it has a selector switch which gives it the Mk 14's capability for full-auto fire.&lt;br /&gt;
&lt;br /&gt;
It is the only weapon classified as a sniper rifle in the game that can be modified, with options of a suppressor (making it one of only two suppressed sniper rifles in the game), laser sight, and flashlight. Its full-auto mode makes it very useful even in short-range combat, and the fact that it is available early on, combined with its extensive list of modifications and the fact that it shares ammo with the majority of the PMCs' weapons makes it one of the best guns in the game. This weapon is also available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
It is primarily used by the Praying Mantis PMC in Act 1, with a sniper-spotter team in the intro using one to take out the driver of the truck following behind the one Snake rode in on. The Pieuvre Armement PMC in Act 2 also makes use of the weapon, though in much lower numbers due to the wider array of weapons they make use of; by Act 3, enemies stop making use of the weapon, as the FROGs prefer the DSR-1, the Raven Sword PMC has little use for a sniper rifle in patrolling the streets of a city under lockdown, and the Dwarf Gekko deployed in Act 4 are simply not capable of making use of anything bigger than a pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and vertical RIS foregrip - 7.62x51 NATO]]&lt;br /&gt;
[[image:M14_EBR-RI.jpg|thumb|none|400px|M14 EBR-RI, also with Harris bipod and removed magazine for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-M14.jpg|thumb|none|601px|M14 EBR on the item menu. Note the longer barrel, with the original front sight mounted noticeably forward from the gas tube.]]&lt;br /&gt;
[[Image:MGS4-M14-1.jpg|thumb|none|600px|During the first Act, rebel soldiers are shown trying to storm an urban area guarded by a PMC fireteam, including sniper/spotter teams; the snipers are armed with Mk 14s.]]&lt;br /&gt;
[[Image:MGS4-M14-2.jpg|thumb|none|600px|A second sniper team, with the marksman also armed with a Mk 14.]]&lt;br /&gt;
[[Image:MGS4-M14-3.jpg|thumb|none|600px|Snake reloads his own Mk 14.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Sniper==&lt;br /&gt;
&lt;br /&gt;
A modified [[Mosin Nagant]] sniper rifle with a paratrooper stock and pistol grip can be purchased from Drebin in-game. It is similar, but not identical to, the rifle used by The End in MGS3 (with it being implied in the weapons description as well as Drebin's Database entry that he modified the gun to be similar to The End's famous rifle due to being a fan of legendary military units). Like its MGS3 incarnation, this Mosin Nagant rifle is modified to only fire tranquilizer darts, though in this game this also includes fictional &amp;quot;Emotion&amp;quot; darts which cause targets to experience one of the game's four psychological states (Cry, Rage, Laugh or Scream). However, the Mosin Nagant rifle in this game has a 5-round internal magazine capacity (compared to The End's rifle which was single shot only), and is no longer treated as a silenced weapon. It can be reloaded with a 5-round stripper clip, even if it is not totally empty. This weapon is available in multiplayer, but without the &amp;quot;Emotion&amp;quot; ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|400px|none|Mosin Nagant M91/30 Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-Mosin.jpg|thumb|none|601px|Custom Mosin-Nagant on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mosin-1.jpg|thumb|none|600px|Snake shows off The End's Mosin Nagant, which Drebin acquired somehow.]]&lt;br /&gt;
[[Image:MGS4-Mosin-2.jpg|thumb|none|600px|Snake operates the bolt of his Mosin Nagant, correctly shown as the turned-down bolt handle of a sniper version.]]&lt;br /&gt;
&lt;br /&gt;
==SVDS==  &lt;br /&gt;
&lt;br /&gt;
The [[SVDS]], a modernised, shortened version of the [[SVD Dragunov]] intended for paratroop use is seen in the hands of militiamen and rebel snipers in Acts 1 and 2. The weapon cannot be customised or mount any kind of suppressor, but the ammunition is relatively cheap and the weapon a semi-automatic rather than bolt-action, making it a middle-of-the-road weapon. The scope features an error: the number in the stadiametric rangefinder indicating the height of the reference target is &amp;quot;10&amp;quot; rather than the correct &amp;quot;1.7;&amp;quot; either that or in Snake's world shooting at 32-foot tall monsters is more important than shooting at infantry. This weapon is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD-S-Rifle.jpg|thumb|400px|none|SVDS - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-SVD.jpg|thumb|none|601px|SVD on the item menu.]]&lt;br /&gt;
[[Image:MGS4-SVD-1.jpg|thumb|none|600px|Nobody had expected Snake to disguise himself as Venom.]]&lt;br /&gt;
[[Image:MGS4-SVD-2.jpg|thumb|none|600px|As ever, Snake can't stand the idea of having a round lazing around in the chamber of one of his long guns after going to all the effort of reloading it, so gives the charging handle a yank to send it on its way.]]&lt;br /&gt;
[[Image:MGS4-SVD-3.jpg|thumb|none|600px|As with the other sniper weapons, the SVD's scope has two zoom levels, the reticle slightly altering to take account of this. This is low-power...]]&lt;br /&gt;
[[Image:MGS4-SVD-4.jpg|thumb|none|600px|...And this is high. Note the windage / lead marks have changed.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
&lt;br /&gt;
The [[VSS Vintorez]] appears in the game, and can only be found in a room in Act 2; it cannot be bought from Drebin at any point in the game. It has an integral (non-degradable) suppressor, and like the M14EBR is capable of fully-automatic fire, though its shallower 10-round magazine can become a liability in close-range firefights. Since it uses the same reticle model, it duplicates the Dragunov's error of showing the reference height for the target as 10 metres instead of 1.7 metres. This weapon is available in multiplayer, and is capable of firing tranquilizer rounds in multiplayer only. &lt;br /&gt;
&lt;br /&gt;
[[Image:Vss1.jpg|thumb|401px|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[Image:MGS4-VSS.jpg|thumb|none|601px|VSS on the item menu.]]&lt;br /&gt;
[[Image:MGS4-VSS-1.jpg|thumb|none|600px|Out and about in Millennium Park, Snake aims his VSS Vintorez.]]&lt;br /&gt;
[[Image:MGS4-VSS-2.jpg|thumb|none|600px|Snake uses the scope of his VSS to help out his friend. &amp;quot;Well, that's a load off my mind. Thanks, Snake!&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-VSS-3.jpg|thumb|none|600px|Reloading the VSS.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
As was the case in ''[[Metal Gear Solid 3: Snake Eater]]'' with the [[Stoner 63]], player characters firing machine guns continuously will yell in classic ''&amp;quot;[[Rambo]]&amp;quot;'' tradition. Weapons in this category all have a strange ammunition display quirk; the ammunition bar only shows fifty rounds, with every tenth round marked white. This will scroll as the gun is fired and only count down when 49 or fewer rounds are left on the belt.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler &amp;amp; Koch HK21E]] is seen in the hands of a rebel militiaman in the early portion of the Middle East section of the game (Act 1). In a conversation that can be overheard if the player remains hidden or has earned the trust of the rebels, he claims that it is an enemy gun, yet strangely none of the PMC troopers in the level are seen using it. The rebel militiaman also refers to it as &amp;quot;the very latest model&amp;quot;, when in actuality the weapon was designed in the 1980s, some 30 years before the events of the game take place. It can be stolen in this location, or can be purchased via Drebin like most other firearms. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK21E.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MGS4-HK21E.jpg|thumb|none|601px|HK21E on the item menu. Note that it has the 5-vent handguard of a regular HK21 and a shortened barrel like that of an HK11 or HK23.]]&lt;br /&gt;
[[Image:MGS4-HK21E-1.jpg|thumb|none|600px|A rebel soldier brags about his &amp;quot;laundered&amp;quot; HK21E, ignoring several rules of firearm safety by waving it at his friend, even if his finger isn't on the trigger.]]&lt;br /&gt;
[[Image:MGS4-HK21E-2.jpg|thumb|none|600px|Snake reloads an HK21E as a FROG trooper self-incinerates nearby. It's never particularly clear why they do this, so it's probably nanomachines. Note that the belt of the old drum vanishes just as Snake detaches it; this is the new drum being put in place.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov PKM==&lt;br /&gt;
&lt;br /&gt;
The [[PK Machine Gun]] is seen in the hands of militia and rebels in Act 2. At the time this machine gun is first made available to the player, this gun is a good 40-50% more powerful at close range than any other automatic weapon. However, ammo is uncommon and expensive and it cannot be customised.&lt;br /&gt;
&lt;br /&gt;
[[Image:PKM-mg.jpg|thumb|400px|none|PKM with classic (most seen) version of the flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:MGS4-PKM.jpg|thumb|none|601px|PKM on the item menu.]]&lt;br /&gt;
[[Image:MGS4-PKM-1.jpg|thumb|none|600px|Snake opens up on Pieuvre Armement PMC soldiers with his PKM, angered at the PMC's name being so hard to spell.]]&lt;br /&gt;
[[Image:MGS4-PKM-2.jpg|thumb|none|600px|His fury abated, it's time to reload.]]&lt;br /&gt;
[[Image:MGS4-PKM-3.jpg|thumb|none|600px|The rebel soldier thankfully realizes that Snake pointing a SCAR-H at his groin is just the old man's way of saying good morning.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
&lt;br /&gt;
The [[M60 machine gun|M60E4]] is used by the PMC operatives in game. It can be equipped with optics, foregrips, a laser sight, and a flashlight. This weapon is available in multiplayer, and is the only weapon of its type in that mode. Unlike the MAC-10 (the only other open-bolt weapon in the game), Snake will always pull the bolt back after reloading the M60E4 (in reality this is only necessary for open-bolt weapons if the trigger was held down after the last round in a magazine/belt was fired).&lt;br /&gt;
&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|400px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M60.jpg|thumb|none|601px|M60E4 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M60-1.jpg|thumb|none|600px|Snake sights up a Pieuvre Armement PMC soldier armed with an M60E4.]]&lt;br /&gt;
[[Image:MGS4-M60-4.jpg|thumb|none|600px|Snake revisits Shadow Moses, bringing a touch more firepower this time.]]&lt;br /&gt;
[[Image:MGS4-M60-2.jpg|thumb|none|600px|Having foolishly alerted the million billion Dwarf Gekko which have apparently colonized the Tank Hangar, Snake does the only reasonable thing, whipping out his M60E4 and getting started making a big pile of scrap metal.]]&lt;br /&gt;
[[Image:MGS4-M60-3.jpg|thumb|none|600px|The Werewolf PMC appears to be trying to deploy more Dwarf Gekko drones than a potential enemy has bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 46 Mod. 0==&lt;br /&gt;
&lt;br /&gt;
The [[FN_Minimi#Mk_46_Mod_0|Mk. 46 Mod. 0]] can be purchased from Drebin; it is mislabelled as a Mod 1, but has the 12 o'clock rail on the handguard that is not present on the Mod 1. It features the same customisation as the M60, but it is much lighter and fires the less powerful 5.56x45mm cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk. 46 Mod. 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:MGS4-Mk46.jpg|thumb|none|601px|&amp;quot;Mk. 46 Mod.1&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Mk46-1.jpg|thumb|none|600px|Snake starts to reload the Mk. 46 by pulling back the charging handle, giving a good view of the 12 o'clock rail on the handguard; this shows the weapon is actually a Mod 0. Despite its inclusion, there is no accessory that can be mounted on this rail.]]&lt;br /&gt;
[[File:MGS4Mk46Mod0-1.jpg|thumb|none|600px|Snake unloads his Mk. 46 on PMCs while atop Drebin's Stryker.]]&lt;br /&gt;
[[File:MGS4Mk46Mod0-3.jpg|thumb|none|600px|Snake reloads his Mk. 46 in the hallway at Shadow Moses where the Cyborg Ninja's infamous massacre took place.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
&lt;br /&gt;
The [[FGM-148 Javelin]] is found in Act 1 and can be purchased from Drebin. It is erroneously shown as a SACLOS device requiring full-course guidance by the operator, with Snake discarding the entire launcher including the CLU after every shot and pulling out a fresh Javelin from more or less nowhere; it also cannot be used in top-attack mode by the player. Most of the time it is used by NPCs it is seen being used in an incorrect direct-fire mode; in real life, even shots fired in this mode start their flight with a rapid climb, while in game the missile flies straight forwards. The only time it is shown firing correctly is during Act 1, when a group of hidden PMC soldiers will fire missiles in top-attack mode to destroy a rebel BMP-3 IFV if the player protects it for long enough.&lt;br /&gt;
&lt;br /&gt;
It is never at all clear ''why'' it operates the way it does; presumably, the lack of lock-on capability is to separate the weapon functionally from the Stinger, and the SACLOS guidance intended to be reminiscent of ''MGS1'' and ''MGS2's'' fly-by-wire &amp;quot;Nikita&amp;quot; missile launcher, but this doesn't really explain why the resulting mechanics were given to a Javelin launcher rather than a fictional ATGM system.&lt;br /&gt;
&lt;br /&gt;
[[Image:Javalin.jpg|thumb|400px|none|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:MGS4-Javelin.jpg|thumb|none|601px|FGM-148 Javelin on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Javelin-1.jpg|thumb|none|600px|Snake moves into position with a Javelin during the second Act, preparing to provide the rebels with a touch more firepower.]]&lt;br /&gt;
[[Image:MGS4-Javelin-2.jpg|thumb|none|600px|Sighting up a PMC Stryker through the scope of the Javelin. In theory, it's possible to top-attack by guiding the round up and then down, but this offers no meaningful advantage over direct fire.]]&lt;br /&gt;
[[Image:MGS4-Javelin-3.jpg|thumb|none|600px|With the Stryker destroyed, Snake reloads by throwing the entire launcher away and pulling another one out of thin air. Apparently it doesn't occur to him to re-use the $80,000 Command Launch Unit. Note that Snake can carry up to ''fifty'' complete launchers; this means his invisible backpack has a carrying capacity exceeding one ton.]]&lt;br /&gt;
[[Image:MGS4-Javelin-4.jpg|thumb|none|600px|Snake sights up a PMC Javelin operator during the first Act. With due diligence, it's possible to escort the mildly suicidal BMP-3 past every launcher...]]&lt;br /&gt;
[[Image:MGS4-Javelin-5.jpg|thumb|none|600px|...Whereupon a hidden Praying Mantis soldier suddenly remembers how the Javelin actually works.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92 Stinger]] can be purchased from Drebin, and is also found in the back of the truck in the Nuclear Warhead Storage Building, Floor 1, in Act 4. Unlike previous games where it was reloaded in a completely unspecified manner, in ''MGS4'' Snake will discard the launcher after firing (without detaching the gripstock) and pull another one from thin air. As per series norms, the Stinger is incorrectly shown as a strange all-purpose missile, able to lock on to aircraft, ground vehicles, and even infantry with its iron sight somehow functioning as a digital display, and the missile is shown seeking straight out of the tube rather than flying in a straight line for 660 feet as with the real weapon. As is common in media, it is shown with the IFF antenna opened up even though Snake is not wearing the IFF interrogator box required to render the antenna actually useful. Snake also does not insert a BCU into the launcher, meaning it would have no power and the seeker would not function.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[Image:MGS4-Stinger.jpg|thumb|none|601px|FIM-92 Stinger on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Stinger-1.jpg|thumb|none|600px|With a determined look on his face, Snake clutches a Stinger as he advances on the Confinement Facility. As with the Javelin, being old apparently doesn't stop him lugging two thousand pounds of Stingers around.]]&lt;br /&gt;
[[Image:MGS4-Stinger-2.jpg|thumb|none|600px|Snake readies a Stinger as his previous one fails to take down a PMC helicopter. Reloading before impact broke the previous round's lock-on (something that should not be possible since Stinger is a fire-and-forget weapon), leaving it to fly off aimlessly.]]&lt;br /&gt;
[[Image:MGS4-Stinger-3.jpg|thumb|none|600px|The helicopter is not nearly as lucky the second time around.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
&lt;br /&gt;
The [[GP-series grenade launcher|GP-30 grenade launcher]] can be attached to the AK-102 and AN-94. It can be found in the Advent Palace Hotel in Act 1, in a secret room at the start of Act 2, or bought from Drebin. It can be used in multiplayer on the AK-102 if Drebin Points are enabled. The GP-30 correctly does not share ammunition with the other 40mm grenade launchers (as it uses caseless VOG-25 grenades, which are incompatible with 40mm NATO grenade launchers); in game, it can only use high explosive rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|400px|GP-30 grenade launcher mounted on AK-74 - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[Image:MGS4-AK102.jpg|thumb|none|601px|AK-102 on the item menu, fitted with a GP-30 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-GP30-1.jpg|thumb|none|600px|Snake reloads the GP-30 mounted under his AN-94 assault rifle.]]&lt;br /&gt;
[[Image:MGS4-GP30.jpg|thumb|none|600px|Snake finds a GP-30 in the Advent Palace Hotel. As noted previously, this &amp;quot;Custom Parts&amp;quot; box item is used to represent any accessory weapon or weapon accessory.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25 Mock-Up==&lt;br /&gt;
&lt;br /&gt;
An early mock-up of the [[Heckler &amp;amp; Koch XM25]] made for demonstration purposes is shown in game as the actual weapon. A semi-automatic grenade launcher chambered in 25mm, it fires airbursting HEAB (High Explosive Air Bursting) rounds, which function rather like the PK rockets in ''Battlefield 2142''; while the weapon is held normally they are simply impact detonated, but scoping shows a display with an always-on rangefinder. Pressing up or down on the D-pad freezes at the currently displayed range, with further presses adjusting the detonation distance up or down. It can be found on the catwalk of one of the control towers in Act 4, and is the only heavy weapon usable during the motorcycle chase in Act 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm25 3.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM25 mock-up - 25 x 40mm. This is a non-firing demonstrator which looks substantially different to the final version.]]&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|none|402px|Pre-2015 functional XM25 for comparison - 25 x 40mm. The version in ''MGS4'' was clearly based on the former.]]&lt;br /&gt;
[[Image:MGS4-XM25.jpg|thumb|none|601px|XM25 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-XM25-1.jpg|thumb|none|600px|Snake fires his XM25 in over-shoulder mode; fired like this, the grenades are impact detonation only.]]&lt;br /&gt;
[[Image:MGS4-XM25-2.jpg|thumb|none|600px|Using the scope, on the other hand, allows the HEAB rounds to be used properly. The two range figures to the right are the range to the object currently being aimed at (white) and the current detonation distance (red). It fires in impact mode until the D-pad is touched to fix and then alter the range. The launcher &amp;quot;forgets&amp;quot; the set range if Snake stops aiming down the sight.]]&lt;br /&gt;
[[Image:MGS4-XM25-3.jpg|thumb|none|600px|Snake reloads his XM25 as he tries to ignore what Johnny Sasaki is currently doing nearby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM320==&lt;br /&gt;
&lt;br /&gt;
A mixture of the early version and later version of the [[Heckler &amp;amp; Koch M320|Heckler &amp;amp; Koch XM320]] grenade launcher is the underbarrel launcher for the M4 Custom and XM8 rifle; it lacks the MP7-style folding front grip added to the production M320 and has the early style trigger guard, therefore is correctly labelled in the game, even if it makes little sense in-universe for it to still have an XM- designation. It can be purchased from Drebin, and is also carried by some PMC members in stand-alone form in the South America portion of the game; it cannot be used by the player in this form. The XM320 has four ammo types; it can fire HE rounds, white phosphorous, stun grenades and smoke rounds. The attachment is also available in multiplayer. &lt;br /&gt;
&lt;br /&gt;
[[Image:XM320.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM320 - 40x46mm. Note lack of a front grip, added only to the production M320. The version in-game uses an earlier version of the trigger guard.]]&lt;br /&gt;
[[Image:MGS4-SpaceshipM320.jpg|thumb|none|601px|XM320 grenade launcher mounted to an XM8 rifle on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M320-1.jpg|thumb|none|600px|Assaulted by Pieuvre Armement PMC soldiers, Snake loads a white phosphorous round into the XM320 mounted to his XM8.]]&lt;br /&gt;
[[Image:MGS4-M320-2.jpg|thumb|none|600px|He stops being assaulted immediately afterward.]]&lt;br /&gt;
[[Image:MGS4-M320-3.jpg|thumb|none|600px|Later, he encounters two more PMC soldiers defending the Confinement Facility with their standalone XM320s. Thankfully, PMC soldiers can only use high explosive rounds in their launchers.]]&lt;br /&gt;
&lt;br /&gt;
==M72A3 LAW==&lt;br /&gt;
&lt;br /&gt;
The [[M72 LAW]] is used by a small number of rebels in Act 2. It is a little strange for this extremely elderly LAW variant to still be around during the game's events: the A3 was superseded in the 80s.&lt;br /&gt;
&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|400px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[Image:MGS4-LAW.jpg|thumb|none|601px|M72A3 LAW on the item menu.]]&lt;br /&gt;
[[Image:MGS4-LAW-1.jpg|thumb|none|600px|Snake comes across a rebel soldier with his M72 at the ready during the game's second Act.]]&lt;br /&gt;
[[Image:MGS4-LAW-2.jpg|thumb|none|600px|Taking aim down the sights of an M72A3 LAW. Or rather, the sight; the weapon is incorrectly shown with the player's point of view in front of Snake's right hand, using only the front sight with the rear one not visible. To actually do this, Snake would have to be reaching back over his own shoulder with his right hand. The use of this sight shows this is indeed an A3 variant, since the A4 had simplified iron sights derived from the cancelled FGR-17 Viper.]]&lt;br /&gt;
[[Image:MGS4-LAW-3.jpg|thumb|none|600px|Snake discards a spent LAW and extends another; the ground model is actually a closed tube, meaning the tube instantly collapses as it leaves Snake's hands.]]&lt;br /&gt;
[[Image:MGS4-LAW-4.jpg|thumb|none|600px|As Drebin moves to give Snake a shot of suppressor Nanomachines to let him use non-ID guns, two low-detail LAWs are visible in the weapon rack of his Stryker. These are low-detail because they are part of the Stryker model itself rather than copies of the normal in-world model.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] appears as the &amp;quot;MGL-140,&amp;quot; it is used by Raging Raven and is acquired by Solid Snake upon defeating her. This weapon had been responsible for causing the van Snake and Big Mama had been escorting to crash. Upon retrieving it from Raging Raven, Drebin offers to remove the ID lock for Snake, although under the condition that after the events of the mission are over, Drebin be supplied with the weapon itself (it's implied in his databank entry that the reason for this condition is due to his being a big fan of legendary units including the BB Corps). It shares the ammunition reserve of the XM320, and can use the same four ammunition types: HE fragmentation, white phosphorous, &amp;quot;flashbang&amp;quot; stun rounds and smoke rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:MGS4-MGL.jpg|thumb|none|601px|MGL-140 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-MGL-1.jpg|thumb|none|600px|Raging Raven flies overhead during the introduction of the B&amp;amp;B Corps in the first Act, showing off her MGL-140 grenade launcher.]]&lt;br /&gt;
[[Image:MGS4-MGL-4.jpg|thumb|none|600px|Later, in the third Act, the MGL gets a closeup as Raven fires a grenade at the van Snake and Big Mama are escorting. Her MGL lacks a foregrip, but one can be fitted afterwards.]]&lt;br /&gt;
[[Image:MGS4-MGL-3.jpg|thumb|none|600px|Finally getting her boss fight in Act 3, Raven has her pre-battle speech...]]&lt;br /&gt;
[[Image:MGS4-MGL-2.jpg|thumb|none|600px|...During which, for reasons known only to himself, Snake doesn't shoot her. Perhaps he's marvelling at how this isn't even the weirdest thing that's happened to him ''today''.]]&lt;br /&gt;
[[File:MGS4MilkorMGL-4.jpg|thumb|none|600px|Snake collects Raven's MGL-140 after defeating her.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is used by the rebels in the first Act, and a large number of unlocked RPG-7s are present throughout the first stage, seemingly primarily to give the player some quick Drebin Points due to their high trade-in value. This weapon is available in multiplayer, and is the only one of its type in that mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7.jpg‎ |thumb|none|400px|RPG-7V with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:MGS4-RPG.jpg|thumb|601px|none|RPG-7 on the item menu.]]&lt;br /&gt;
[[Image:MGS4-RPG-1.jpg|thumb|none|600px|A rebel aims his RPG-7 during ''MGS4's'' first Act.]]&lt;br /&gt;
[[Image:MGS4-RPG-2.jpg|thumb|none|600px|Snake fires on a Stryker using the PGO-7 scope of his RPG-7; the illuminated red dot at the aim point is obscured here by the flare of the rocket's sustainer motor.]]&lt;br /&gt;
[[Image:MGS4-RPG-3.jpg|thumb|none|600px|Snake starts to reload his RPG-7, showing off the PGO-7 scope.]]&lt;br /&gt;
[[Image:MGS4-RPG-4.jpg|thumb|none|600px|Snake finds a box of RPG-7 ammunition lurking around in the rebel base in Act 1. This is the generic pickup item used for all rocket launcher ammunition.]]&lt;br /&gt;
&lt;br /&gt;
=Thrown / Placed=&lt;br /&gt;
&lt;br /&gt;
==Airsoft gas charger grenade==&lt;br /&gt;
&lt;br /&gt;
A grenade with a thin, smooth cylindrical body is used as the model for both the &amp;quot;flashbang&amp;quot; stun grenades and the game's fictional electronic warfare &amp;quot;chaff&amp;quot; grenades. This appears to be based on a grenade-shaped gas bottle for Airsoft guns, such as the one shown below. Stun grenades can be found throughout the game or bought from Drebin, and stun all enemies within a fixed radius who can see them while also causing an instant alert if there wasn't one already. The Chaff Grenade is treated as a &amp;quot;secret&amp;quot; weapon; only a handful can be found during the entire game, usually in out-of-the-way places, and Drebin never sells them; they are basically a short-duration EMP-like effect rather flimsily explained as strips of metal which are spread throughout the entire current area via magic. Using one temporarily disables security cameras, alarms and enemy radios, and temporarily paralyses any drone vehicles present. This lasts until the magic fades and all the strips of metal return to wherever they came from in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Image:DAM116A101.jpg|thumb|none|200px|EAIMING &amp;quot;M116A1 Distraction Device Grenade,&amp;quot; an Airsoft gun gas charger built to resemble a hand grenade. &amp;quot;M116A1&amp;quot; is actually the US army's code for a simulation hand grenade with a paper body, used in training.]]&lt;br /&gt;
[[Image:MGS4-StunG.jpg|thumb|none|601px|&amp;quot;Stun grenade&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-ChaffG.jpg|thumb|none|601px|&amp;quot;Chaff grenade&amp;quot; on the item menu. M363 is actually an obsolete anti-infantry canister round developed for the 76mm guns of the M4 Sherman and M41 Walker Bulldog tanks.]]&lt;br /&gt;
[[Image:MGS4-StunG-1.jpg|thumb|none|600px|After FROG soldiers knock a hole into the Advent Palace Hotel's bathroom, they toss a stun grenade inside, visible next to Meryl's head. The explosion, if looked at, turns the screen completely white; this can be simulated by looking to the right of this image.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Charge==&lt;br /&gt;
&lt;br /&gt;
Remote-detonated M112 C4 Demolition Charges are available during the game, and can be placed on the ground or objects and then detonated in the order they were originally placed. Precisely what attaches them to surfaces is not clear; the charges can be fixed to non-magnetic surfaces, and lack any obvious adhesive.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 demolition charge]]&lt;br /&gt;
[[Image:MGS4-C4.jpg|thumb|none|601px|&amp;quot;C4&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M18 smoke grenade]] is the basis for the &amp;quot;fat&amp;quot; versions of the Stun and Chaff grenade seen in the ''MGS1'' nightmare sequence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[Image:MGS4-M18-2.jpg|thumb|none|600px|During the Act 4 ''MGS1'' nightmare, Snake is surprised at finding a security camera in a top-secret base as he brandishes a &amp;quot;Chaff Grenade&amp;quot; based on an M18. Due to PS1-era graphical limitations, the grenade is bigger than his head.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] mine is used as a trap in several locations throughout the game; as usual in the series, the mines use a proximity detonator rather than the real weapon's command detonation, although they lack the optical camouflage seen in the first two games which made them invisible.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:MGS4-Claymore.jpg|thumb|none|601px|M18A1 Claymore on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Claymore-1.jpg|thumb|none|600px|Snake spots a Claymore in the lobby of the Advent Palace Hotel, deciding that practical jokes by the staff must have really got out of hand.]]&lt;br /&gt;
[[Image:MGS4-Claymore-2.jpg|thumb|none|600px|Luckily ''MGS'' series standards still apply, and Claymores are apparently both extremely hot for no readily determined reason and can be stolen by crawling over them.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M34 White Phosphorous grenade]] is available to the player only, and creates a burning cloud of white phosphorous which ignites enemies on contact.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[Image:MGS4-WP.jpg|thumb|none|601px|M34 White Phosphorous grenade on the item menu.]]&lt;br /&gt;
[[Image:MGS4-WP-2.jpg|thumb|none|600px|Snake looks down the iron sight of his MP5SD2 at a case of WP grenades; this is the generic pickup model used by every type of grenade in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M67 hand grenade]] is used by most enemies in the game and can be used by the player; it is also part of the armament of the &amp;quot;Gekko&amp;quot; bipedal IFVs, which can throw grenades using their manipulator tentacles. As with the Stun and Chaff grenades, it seems the in-game model was actually based on an Airsoft gas charger bottle; the shape of the grenade body is distinctly incorrect for a real M67 but matches several gas charger models.&lt;br /&gt;
&lt;br /&gt;
[[Image:FakeM67.jpg|thumb|none|200px|'''Airsoft''' &amp;quot;M67 hand grenade&amp;quot; gas bottle]]&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[Image:MGS4-M67.jpg|thumb|none|601px|M67 hand grenade on the item menu.]]&lt;br /&gt;
[[Image:MGS4-M67-1.jpg|thumb|none|600px|Drebin shows off a magic trick he presumably uses at ''really'' dull parties.]]&lt;br /&gt;
[[File:MGS4Grenade-1.jpg|thumb|none|600px|A better shot of the M67. Note the unsplit pin, another clue that the grenade was not modelled from a real grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
&lt;br /&gt;
The [[M83 smoke grenade]], incorrectly labelled as an M18, is usable in the game, in a default white version and four special &amp;quot;Emotion&amp;quot; versions which produce coloured smoke which affects the emotions of enemies caught in it; Blue for Cry, Red for Rage, Yellow for Laugh, and Green for Scream. &lt;br /&gt;
&lt;br /&gt;
[[Image:M87.JPG|thumb|none|200px|M83 smoke grenade]]&lt;br /&gt;
[[Image:MGS4-M18.jpg|thumb|none|601px|M83 smoke grenade on the item menu. This grenade produces white smoke.]]&lt;br /&gt;
[[Image:MGS4-M18-Emot.jpg|thumb|none|601px|One of the four coloured &amp;quot;emotion&amp;quot; smoke grenades available after completing the game once. This is the yellow &amp;quot;Laugh&amp;quot; grenade.]]&lt;br /&gt;
[[Image:MGS4-M18-1.jpg|thumb|none|600px|Faced with the rebel BMP-3 in the first Act, the Praying Mantis PMC soldiers decide that discretion is the better part of valour, one throwing an M83 smoke grenade to cover their retreat.]]&lt;br /&gt;
&lt;br /&gt;
==Magazine==&lt;br /&gt;
&lt;br /&gt;
A 30-round STANAG 5.56x45mm magazine can be thrown to distract enemies. One magazine is added to the stock every time a weapon's magazine is fully depleted; regardless of the weapon, it will always be shown as this type when thrown. Unlike ''Metal Gear Solid 2'', the reloading animation correctly shows Snake retaining the old mag during the reload rather than discarding it and then having it in his inventory anyway.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Magazine.jpg|thumb|none|601px|Magazine on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
During the PMC commercials before the game proper begins, two live-action combatants are seen duelling in mid-air as the camera sweeps around them. As they move close, the one in white reaches down to produce a [[Mk 2 hand grenade]], with another attached to her belt. Mk 2 grenades are also used by Genome Soldiers in the ''MGS1'' nightmare sequence if Snake enters a vent during an alert.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 &amp;quot;Pineapple&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[Image:MGS4-Luger-1.jpg|thumb|none|600px|In the PMC commercial, one of the fighting-or-something women produces a Mk 2 grenade from her belt.]]&lt;br /&gt;
[[Image:MGS4-Mk2.jpg|thumb|none|600px|The grey object visible above the Genome Soldier's left hand is the fuze of a Mk 2 grenade. Since the ''MGS1'' soldiers always have a rifle in their right hand, they are shown pulling the pins with their mouth; apparently Big Boss' superior soldier genes include some for superior soldier teeth.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov cocktail==&lt;br /&gt;
&lt;br /&gt;
Molotov cocktails, referred to as &amp;quot;Petro Bomb&amp;quot; in game, are used in place of grenades by rebel soldiers in the first two Acts, and can be picked up by Snake, functioning as less effective versions of the WP grenade which ignite on impact.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Molotov.jpg|thumb|none|601px|&amp;quot;Petro Bomb&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
==Valmera 69==&lt;br /&gt;
&lt;br /&gt;
An Italian [[Valmera 69]] bounding anti-personnel mine is featured as the &amp;quot;S.G. Mine,&amp;quot; with SG presumably standing for &amp;quot;Sleep Gas.&amp;quot; These contact-triggered mines instantly knock out anyone who triggers them, including Snake himself, though they can be triggered with gunfire or defused by crawling over them or picking them up with Metal Gear Mk. 2. Some are found in the Advent Palace hotel in the first Act.&lt;br /&gt;
&lt;br /&gt;
[[Image:130705-004-42B40A6D.jpg|thumb|none|400px|Valmera 69 land mine.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine.jpg|thumb|none|601px|&amp;quot;S.G. Mine&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-1.jpg|thumb|none|600px|Apparently showing up as hot on thermal isn't enough for these mines, which are also concealed through clever application of a bright blue body and a big silly light on the top.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-2.jpg|thumb|none|600px|In the unlikely case that Snake manages to trigger one, the entire mine jumps into the air; this is incorrect, as the Valmera, like most bounding mines, has an outer body containing the bounding body and propelling charge; only the bounding body should jump into the air.]]&lt;br /&gt;
[[Image:MGS4-SmokeMine-3.jpg|thumb|none|600px|Snake does not have time to consider this, due to the loss of his entire Psyche gauge and the resultant urgent need for a nap.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;S.G. Satchel&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;S.G. Satchel&amp;quot; is a manually triggered gas bomb which Snake can place as a trap. It appears to be loosely based on a blast-resistant anti-tank mine such as the Italian VS-3.6 anti-tank mine; the ridges on the device's body are typical of such mines.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vs-3.6anti-tankmine.jpg|thumb|none|400px|VIS-3.6 anti-tank mine.]]&lt;br /&gt;
[[Image:MGS4-Satchel.jpg|thumb|none|601px|&amp;quot;S.G. Satchel&amp;quot; on the item menu.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weaponry=&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
&lt;br /&gt;
The bipedal &amp;quot;Gekko&amp;quot; unmanned weapons are sometimes equipped with a launch unit for two [[BGM-71 TOW]] missiles on one of their weapon mounting points. These weapons are never usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:MGS4-TOW.jpg|thumb|none|600px|Snake is ambushed by a &amp;quot;Gekko&amp;quot; unmanned vehicle crashing through a wall, equipped with an M2 Browning heavy machine gun and twin TOW launch tubes.]]&lt;br /&gt;
[[Image:MGS-TOW-2.jpg|thumb|none|600px|After Snake successfully evades the easily-fooled Gekko, they are called away.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
&lt;br /&gt;
The [[M2HB]] is mounted on Stryker APC and MGS variants and HMMWVs in game, and is also the principle dorsal armament of the Gekko bipedal IFVs. They can also occasionally be found mounted in fixed emplacements.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:MGS4-M2-2.jpg|thumb|none|600px|One of the Praying Mantis PMC's &amp;quot;Gekko&amp;quot; unmanned vehicles, armed with a Protector M151 Remote Weapon Station and twin BGM-71 TOW anti-tank missiles. The Gekko also mounts a lighter machine gun in the &amp;quot;beak,&amp;quot; but this is completely concealed by armour and impossible to identify.]]&lt;br /&gt;
[[Image:MGS4-M2-3.jpg|thumb|none|601px|Strykers in ''MGS4'' also mount the Protector M151 Remote Weapon Station, equipped with an M2 Browning heavy machine gun.]]&lt;br /&gt;
[[Image:MGS4-M2-1.jpg|thumb|none|600px|A Pieuvre Armement PMC Stryker is seen at the start of the second Act.]]&lt;br /&gt;
[[File:MGS4M2HB-1.jpg|thumb|none|600px|Snake mans a Browning M2HB on top of Drebin's Stryker at the end of Act 2. Oddly, despite that the gun is mounted in an M151 Protector RWS, Snake insists on sitting on top of the vehicle to use it.]]&lt;br /&gt;
[[Image:MGS4-M2-4.jpg|thumb|none|600px|In the third Act, the Raven Sword PMC makes extensive use of HMMWV (&amp;quot;Humvee&amp;quot;) light trucks armed with Browning M2 heavy machine guns. While the Young Snake disguise won't get Snake by these, apparently Colonel Campbell is allowed out and about after curfew.]]&lt;br /&gt;
[[Image:MGS4-M2-6.jpg|thumb|none|600px|The combined US Army / Marine taskforce sent to deal with Liquid Ocelot on the Volta in Act 3 turn up in force, including a number of Mark V Special Operations Craft, each armed with four M2 heavy machine guns mounted on the sides of the rear deck.]]&lt;br /&gt;
[[Image:MGS4-M2-5.jpg|thumb|none|600px|Liquid Ocelot's boat in Act 3 is a Swedish-designed Combat Boat 90 modified to mount a turret with what appears to be the AMOS twin 120mm mortar system; this modification has been used on British CB-90s. More normal for the class are the twin M2 Browning heavy machine guns mounted in a compartment forward of the helmsman's position, and visible here behind the FROG soldier on the left.]]&lt;br /&gt;
[[Image:MGS4-M2-7.jpg|thumb|none|600px|The gun cameras on Shadow Moses in Act 4 are based on the M2, with a shortened barrel and a rather undersized drum.]]&lt;br /&gt;
[[Image:MGS4-M2.jpg|thumb|none|600px|Snake sneaks up on a mounted M2 Browning during the game's second Act. Knowing Snake's stealthy ways, it will later find it has much less ammo and is pointed in a different direction, and will never figure out why.]]&lt;br /&gt;
[[File:MGS4M2HB-2.jpg|thumb|none|600px|The M2 Browning mounted on Drebin's Stryker.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
&lt;br /&gt;
During the second Act, soldiers of the Pieuvre Armement PMC are seen wearing suits of powered armour equipped with [[GE M134]] miniguns on their right arms. Oddly, these power suit soldiers only appear as enemies once in the entire game, in one area of the on-rails vehicle section at the end of Act 2, and for plot reasons they never actually attempt to fire the weapon at Snake. This was apparently due to several planned confrontations with them during the mission being scrapped to make the release date.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M134.jpg|thumb|none|600px|Two power suits are visible at the top of the shot, both with arm-mounted miniguns.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61A1 Vulcan==&lt;br /&gt;
&lt;br /&gt;
Secondary armament of Metal Gears Rex and Ray is a pair of [[M61 Vulcan]] 20mm rotary guns; Ray mounts them on the tips of the two wing-like underwater propulsion units on its shoulders, while Rex mounts them under the projections either side of the pilot's &amp;quot;beak.&amp;quot; While the latter is claimed to be 30mm by the game, Metal Gear Rex has not changed size since Otacon called them &amp;quot;Vulcan cannons&amp;quot; in ''MGS1'' and the weapons are not large enough to be GAU-8s. The battleship USS ''Missouri'' also mounts M61 Vulcans in her Phalanx CIWS installations.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|General Electric / General Dynamics M61 Vulcan - 20mm.]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|GE M61 Vulcan in a Phalanx mounting - 20mm]]&lt;br /&gt;
[[Image:MGS4-M61-3.jpg|thumb|none|600px|The damaged cover of Metal Gear Rex's left-hand gun shows it to be a six-barrelled M61 Vulcan, despite the game labelling it as a much larger seven-barrelled 30mm GAU-8.]]&lt;br /&gt;
[[Image:MGS4-M61-2.jpg|thumb|none|600px|As in ''MGS2'', Metal Gear Ray's Vulcans are mounted at the tips of the two propulsor &amp;quot;wings,&amp;quot; forcing the vehicle to position itself incredibly awkwardly to fire. Here, Ray opens fire on Metal Gear Rex in the finale of the fourth Act. The selected weapon for Rex is the &amp;quot;AT missile,&amp;quot; which, as implied by the description in ''MGS1'' (&amp;quot;...a laser semi-active homing weapon that doesn't use wires&amp;quot;) is the AGM-114 Hellfire. Luckily Snake is just as good at ignoring what &amp;quot;semi-active homing&amp;quot; means as his brother was, and the missiles are fire-and-forget.]]&lt;br /&gt;
[[Image:MGS4-M61-1.jpg|thumb|none|600px|In the final Act, Snake's base of operations becomes the USS ''Missouri'', which is recreated in loving detail and the subject of many dramatic shots. Here, a shot of the ''Missouri's'' flank as she approaches the submarine arsenal ship ''Outer Haven'' shows off her Mark 12 5-inch/38 calibre dual-purpose guns, angled RGM-84 Harpoon launch tubes and two of the M61A1 Vulcan cannons in Phalanx installations on her superstructure.]]&lt;br /&gt;
[[Image:MGS4-M61.jpg|thumb|none|600px|As Outer Haven launches a volley of Harpoon anti-ship missiles at the USS ''Missouri'', &amp;quot;Mighty Mo&amp;quot; responds with her dual-purpose guns and Phalanx installations.]]&lt;br /&gt;
&lt;br /&gt;
== Kalashnikov PKT ==&lt;br /&gt;
&lt;br /&gt;
During the first Act, the rebels assault Praying Mantis PMC positions with a Russian BMP-3 IFV. The BMP-3 is the world's most heavily armed IFV, packing in a 2A70 100mm low velocity gun / missile launcher, a coaxial 2A72 30mm autocannon, six 81mm 902V &amp;quot;Tucha&amp;quot; smoke grenade launchers and three [[PK Machine Gun|PKT machine guns]], one coaxial and two bow-mounted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:MGS4-BMP3.jpg|thumb|600px|none|The rebel BMP makes a grand entrance, firing off its bow-mounted PKT machine guns.]]&lt;br /&gt;
[[Image:MGS4-BMP3-1.jpg|thumb|600px|none|If Snake has been nice to the rebels, this is a happy sight; if not, it may be time to be ''really'' stealthy.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
&lt;br /&gt;
During the first two Acts, a number of [[M224 Mortar]]s set up by rebel forces can be found and used by the player; these are aimed with a HUD indicator showing the round's trajectory, ending in an area-of-effect circle at the point of detonation. They have infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:MGS4-Mortar.jpg|thumb|none|600px|Snake discovers the hard way that the mortar wasn't designed to be used as a pillow.]]&lt;br /&gt;
[[Image:MGS4-Mortar-1.jpg|thumb|none|600px|Vowing to never speak of his bad sleeping experience again, Snake decides to dispose of any witnesses, dropping a 60mm round into his M224 mortar after sighting up a hapless PMC soldier manning an M2 Browning.]]&lt;br /&gt;
[[Image:MGS4-Mortar-2.jpg|thumb|none|600px|Snake admires his handiwork and shows off his amazingly flexible definition of &amp;quot;sneaking mission.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chaingun==&lt;br /&gt;
&lt;br /&gt;
PMC hybrid helicopters based on the Boeing X-50 Dragonfly aircraft / helicopter concept are armed with a chin-mounted [[M230 Chain Gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg|thumb|none|400px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]] &lt;br /&gt;
[[Image:MGS4-M230-2.jpg|thumb|none|600px|A PMC attack helicopter comes in to support Praying Mantis troops during the first level, showing off its chin-mounted M230. While these helicopters appear many times during the game, they never receive a name; they were finally given the name &amp;quot;Hammerhead&amp;quot; in ''[[Metal Gear Rising: Revengeance]]''.]]&lt;br /&gt;
[[Image:MGS4-M230.jpg|thumb|none|600px|Snake sights up a PMC attack helicopter with his VSS Vintorez as it fires its chaingun at rebels nearby. This is unlikely to end well for him.]]&lt;br /&gt;
[[Image:MGS4-M230-1.jpg|thumb|none|600px|One of the PMC hybrid helicopters in &amp;quot;jet&amp;quot; mode. They are never encountered like this during gameplay, only during the early cutscenes of Act 1. It's worth noting that the real X-50 Dragonfly program was axed due to &amp;quot;inherent design flaws,&amp;quot; with neither prototype ever successfully transitioning from rotary-wing to fixed-wing flight.]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
&lt;br /&gt;
The [[FN_MAG#M240_Machine_Gun|M240C]] is seen mounted coaxially on the remaining Abrams tank in Shadow Moses Island's tank hangar.&lt;br /&gt;
&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|400px|M240C vehicle coaxial-mount version - 7.62x51mm]]&lt;br /&gt;
[[Image:MGS4-M240C.jpg|thumb|none|600px|Snake admires the remaining Abrams in the tank hangar, standing under the M256 120mm L/44 main gun. Note the CIS mounted on top of the turret right of the commander's Browning M2; apparently the magical elves which have been maintaining Metal Gear Rex since the island was abandoned took time out to update ''MGS1's'' M1A1 to A2 standard.]]&lt;br /&gt;
[[Image:MGS4-M240C-1.jpg|thumb|none|600px|A view from the upper walkway of the tank hangar. ''MGS4'' doesn't take sides on whether the Abrams in the first game had two Browning M2s as in ''Metal Gear Solid'' or an M2 and an M240D as in ''Twin Snakes''; the remaining tank in the hangar has no loader's weapon at all.]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
&lt;br /&gt;
Liquid Snake's crashed Hind-D can be found in the snowfield around the Comm Towers in Act 4, with the chin-mounted [[Yakushev-Borzov Yak-B]] gatling gun buried in the snow. Other Hinds can be seen in the PMC advertisements at the very beginning of the game; at least one of those seen, however, is a Hind-A which would have a different, single-barrel chin gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7x108mm]]&lt;br /&gt;
[[Image:MGS4-Hind-2.jpg|thumb|none|600px|Snake finds the crashed Hind-D in a corner of the snowfield. &amp;quot;Bad dog! What did Snake tell you about destroying the helicopter?&amp;quot;]]&lt;br /&gt;
[[Image:MGS4-Hind-1.jpg|thumb|none|600px|During one of the introduction's confusing PMC commercials, an Mi-24 Hind-A is briefly visible circling two people in vaguely Middle-Eastern dress; it can be identified as such by the early &amp;quot;greenhouse&amp;quot; side-by-side cockpit rather than the later twin bubble canopy. This means it would mount a single-barrel gun rather than a Yak-B; it is included here for the sake of noting this.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rail Gun&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The fictional handheld railgun used by Fortune in ''[[Metal Gear Solid 2: Sons of Liberty|MGS2]]'' returns in ''Metal Gear Solid 4'' attached to the quadrupedal armour of B&amp;amp;B Corps member Crying Wolf; the weapon is mounted to the &amp;quot;Beast&amp;quot; armour's shoulder, and can only be used when the cockpit is open. Following the battle, the railgun is made available to the player for free; it features a 3-step charge up activated by aiming the weapon and a digital scope with a charge level indicator. The gun no longer has the issues with runaway firing described in ''Metal Gear Solid 2'', where it was stated the project was cancelled for this reason and only Fortune with her &amp;quot;good luck&amp;quot; could use it effectively. Despite the railgun being roughly the size of a motorcycle, it apparently still somehow fits inside the foot-tall Metal Gear Mk. 2 and Snake has no trouble hefting it and aiming it outside of the one cutscene where he initially picks it up. It also does not produce deafening sonic booms despite the ridiculous muzzle energy figure stated in ''MGS2'', which would require it accelerate its projectiles to Mach 42 (about twice escape velocity) even if they are assumed to be as heavy as 20mm cannon projectiles.&lt;br /&gt;
&lt;br /&gt;
The railgun itself seems to have been created using either the same wooden motion capture prop as the one used for ''Metal Gear Solid 2's'' MoCap work or a reproduction of it; the design incorporates elements of a number of experimental and prototype high-tech weapons, but the weapon as a whole is a work of fiction.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGS4-Railgun.jpg|thumb|none|601px|&amp;quot;Railgun&amp;quot; on the item menu.]]&lt;br /&gt;
[[Image:MGS4-Railgun-1.jpg|thumb|none|600px|Snake continues to make a mockery of the idea that he keeps his inventory in anything resembling a backpack.]]&lt;br /&gt;
[[Image:MGS4-Railgun-6.jpg|thumb|none|600px|Reloading the railgun; note the magazine in Snake's left hand is proportioned like a pistol mag, since it only contains projectiles with no propellant.]]&lt;br /&gt;
[[Image:MGS4-Railgun-5.jpg|thumb|none|600px|Snake uses the scope of the railgun to sight up a Gekko hanging from the ceiling in Shadow Moses' casting and rolling facility. The horizontal bars fill in as it charges, while the lower vertical bar is an ammunition counter.]]&lt;br /&gt;
[[Image:MGS4-Railgun-2.jpg|thumb|none|600px|With the Railgun slung over the right shoulder, Crying Wolf's quadrupedal &amp;quot;beast&amp;quot; armour manages the entirely impossible feat of stopping and then lifting a Caterpillar D9 bulldozer with an Israeli-standard up-armour package. This vehicle weighs as much as a main battle tank, and no matter how strong the &amp;quot;beast&amp;quot; is its legs would dig into the ground before it could ever hope to pull this off.]]&lt;br /&gt;
[[Image:MGS4-Railgun-3.jpg|thumb|none|600px|Three Acts later, Crying Wolf takes aim at Snake in the snowfield on Shadow Moses island; strangely, in this cutscene the railgun has an analog zoom on the scope rather than the two-setting digital zoom it has when Snake uses it. This is also the only time the railgun is seen with the armature extended when it isn't being charged.]]&lt;br /&gt;
[[Image:MGS4-Railgun-4.jpg|thumb|none|600px|Snake hefts the railgun as he prepares to take on a force of Gekko bent on destroying Metal Gear Rex's hangar. Despite that he could barely lift it when he picked it up after defeating Crying Wolf, he uses it just fine the rest of the time.]]&lt;br /&gt;
&lt;br /&gt;
==Tanegashima==&lt;br /&gt;
&lt;br /&gt;
A Japanese clone of a Portugese muzzleloading matchlock arquebus design, the [[Tanegashima]] is basically a joke weapon that can only be reloaded while standing, taking a lot of time to do so for only moderate damage and accuracy; costing one million Drebin Points, it's a very expensive joke at that. However, there is a one-third chance that when the Tanegashima is fired outdoors it will instead summon a tornado, travelling in the direction the muzzle was aimed, which will knock enemies down and scatter their items everywhere. It is extremely silly.&lt;br /&gt;
&lt;br /&gt;
[[Image:TanegashimaGun.jpg|thumb|none|400px|Japanese &amp;quot;Tanegashima&amp;quot; matchlock arquebus.]]&lt;br /&gt;
[[Image:MGS4-Musket.jpg|thumb|none|601px|The &amp;quot;Tanegashima&amp;quot; arquebus on the item menu. Note this weapon is rather ridiculously placed in the &amp;quot;Assault Rifle&amp;quot; class, when it could have just as easily have been placed in the &amp;quot;Other&amp;quot; class in the game's inventory system.]]&lt;br /&gt;
[[Image:MGS4-Musket-1.jpg|thumb|none|600px|Snake aims down the iron sight of his Tanegashima arquebus. Note that only one end of the matchcord is lit; historically, both ends would be lit in case one end was extinguished accidentally. That said, the matchcord getting extinguished (which cannot happen in game, despite one level being set in a blizzard) would be less of a hindrance for Snake than it would be for a period arqubusier, since Snake happens to carry a modern cigarette lighter. There is also no chance of enemy NPCs smelling the burning matchcord and realizing something is amiss, unlike how they can smell Snake's lit cigarette if he is nearby and the wind direction is right.]]&lt;br /&gt;
[[Image:MGS4-Musket-2.jpg|thumb|none|600px|Reloading the Tanegashima involves a suitable amount of fiddling around with the weapon's ramrod, followed by a series of hard-to-make-out actions which are presumably refilling the flash pan, resetting the serpentine and replacing the match. As is typical for video games featuring muzzle-loading black powder firearms, the reload animation for the Tanegashima is much too short to be realistic.]]&lt;br /&gt;
[[Image:MGS4-Musket-3.jpg|thumb|none|600px|Sometimes it's even worth it.]]&lt;br /&gt;
&lt;br /&gt;
{{Metal Gear Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency&amp;diff=1395763</id>
		<title>Insurgency</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency&amp;diff=1395763"/>
		<updated>2021-01-31T09:18:25Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* M136 AT4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency&lt;br /&gt;
|picture=Insurgency2.jpg&lt;br /&gt;
|date=22 Jan 2014&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=New World Interactive&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency''''' is the standalone sequel of the ''[[Half-Life 2]]'' Mod ''[[Insurgency: Modern Infantry Combat]]''. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. Players are able to customize their loadout from their classes' options, including a selection of primary weapons, sidearms, grenades, and armor and vest accessories, though they may choose to ignore any or all of them. This is done by using Supply Points, which are given at the start of a game and in some modes, can be increased by completing objectives or progressing through the next round. Each team, the Security Forces and Insurgents, has nine to ten classes, each with differing weapons and equipment choices.&lt;br /&gt;
&lt;br /&gt;
In January 27, 2016, a mod for the game titled ''[[Day of Infamy]]'' was released. The mod takes the game away from the modern setting back into World War II. Currently, the expansion allows the player to play as the American, Commonwealth, and German armies. ''Day of Infamy'' became a standalone title on March 23, 2017.&lt;br /&gt;
&lt;br /&gt;
A direct sequel, titled ''[[Insurgency: Sandstorm]]'', was released in 2018.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Weapons used by both Teams=&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 10]] is normally available to just the Insurgents, but is available to the Security in certain co-op modes. It can be loaded with a speedloader or simply putting one bullet at time. It costs 0 supply points, along with the Makarov PM. A decent sidearm for low to no armor enemies, the Model 10's critical flaw is the weakness of AP ammo requiring double and triple taps to drop heavy troops.&lt;br /&gt;
[[Image:S&amp;amp;W Model M&amp;amp;P.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model M&amp;amp;P Revolver with 5&amp;quot; Barrel - .38 Special]]&lt;br /&gt;
[[Image:Ins2s&amp;amp;wm10-1.jpg‎|thumb|none|600px|The S&amp;amp;W Model 10 in the customization menu.]]&lt;br /&gt;
[[Image:Ins2s&amp;amp;wm10-2.jpg‎|thumb|none|600px|An insurgent holds his Model 10 while observing the advertisement on the wall, and no it isn't modded to include the sunglasses.]]&lt;br /&gt;
[[Image:Ins2s&amp;amp;wm10-3.jpg‎|thumb|none|600px|Aiming the S&amp;amp;W Model 10 reveals the iconic fixed sights of legend.]]&lt;br /&gt;
[[Image:Ins2s&amp;amp;wm10-4.jpg‎|thumb|none|600px|Reloading the S&amp;amp;W Model 10, inserting one bullet at time. It is recommended you shill for the speedloaders if you want to use the Model 10 more than once.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is used by the Insurgents by default, though either team can use it. It can equip several accessories and holds 8+1 rounds. It costs 0 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor. The PM is an incredibly reliable sidearm, with fairly decent damage and night sights outweigh the 8-round magazine.&lt;br /&gt;
[[Image:MakarovPM.jpg‎|thumb|none|350px|Makarov PM - 9x18mm]]&lt;br /&gt;
[[File:Insurgency Makarov Loadout.jpg|thumb|none|600px|The Makarov on the loadout screen.]]&lt;br /&gt;
[[File:Insurgency Makarov FPS.jpg|thumb|none|600px|A Security operator enjoys the sky while he ignores the fact he was issued a Russian pistol.]]&lt;br /&gt;
[[File:Insurgency Makarov ADS.jpg|thumb|none|600px|While training, an operator shows off the PM's night sights. The PM is the only pistol in the game with night sights, outside of modded-in textures.]]&lt;br /&gt;
[[File:Insurgency Makarov Reload.jpg|thumb|none|600px|Reloading the Makarov, nothing much to talk about here.]]&lt;br /&gt;
[[File:Insurgency Makarov Laser.jpg|thumb|none|600px|The Makarov with a laser attachment, because why not?.]]&lt;br /&gt;
&lt;br /&gt;
=Weapons used by the Security=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is used exclusively by the Security, though it was previously available to both teams. It holds 15+1 rounds and can equip several accessories. It costs 1 supply point. The Security Specialist, Recon, Breacher, Designated Marksman, and Sniper classes have exclusive access to a suppressor for it. The M9 is the PM's counterpart, with a larger magazine and similar damage that only loses out in the &amp;quot;lack of night sight&amp;quot; department.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. U.S. military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[File:Ins2m9v.jpg|thumb|none|600px|The Beretta M9 in the customization screen. We can presume the &amp;quot;87&amp;quot; is an armorer mark.]]&lt;br /&gt;
[[File:2014-11-05_00001.jpg|thumb|none|600px|The operator and his M9 realize that they might be in the wrong warzone.]]&lt;br /&gt;
[[File:ins2m9-2.jpg|thumb|none|600px|Not letting being stuck in vaguely-implied Somalia put him down, the operator reloads his M9.]]&lt;br /&gt;
[[File:ins2m9-3.jpg|thumb|none|600px|The Beretta M9's iron sights, as normal as ever.]]&lt;br /&gt;
[[File:Insurgency m9 suppr.jpg|thumb|none|600px|Unfortunately, if notoriously true to life, mounting a suppressor blocks the M9's ironsights.]]&lt;br /&gt;
The M9 is also the only handgun in the game to use a Insight M3X on a custom mount that attaches to the trigger guard, rather than the generic handgun weaponlight.&lt;br /&gt;
[[File:ins m9 m3x.jpg|thumb|none|600px|With updated animations, the player racks the slide on the first draw, M3X attached. The updated animations for all pistols except the Makarov are identical.]]&lt;br /&gt;
[[File:ins m9 m3x reload.jpg|thumb|none|600px|Ducking for cover, the operator shows us a reload from dry, giving us a better look at the M3X.]]&lt;br /&gt;
[[File:Insurgency m3x.jpg|thumb|none|600px|The M3X cuts through the night with rather impressive range for videogame flashlight standards.]]&lt;br /&gt;
&lt;br /&gt;
==M45 ==&lt;br /&gt;
The [[M45]] is used exclusively by the Security team. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. Before December 19 update, it is simply retexture of the Insurgents M1911, but is now modeled correctly. While being the same as the Insurgent M1911, the M45 is a gun that rewards accuracy. While limited to standard mags outside of the extended magazine attachment, the almost guaranteed 1-shot kill with AP rounds and solid accuracy make the M1911 and M45 solid choices in sidearms.&lt;br /&gt;
[[Image:M-45 MEU(SOC).jpg|thumb|none|350px|M45 Pistol - .45 ACP]]&lt;br /&gt;
[[File:Ins2m45-1.jpg|thumb|none|600px|The M45 in the customization screen after the update.]]&lt;br /&gt;
[[File:Ins2m45-2.jpg|thumb|none|600px|An operator takes a break from operating operationally to enjoy the lovely sky with his M45.]]&lt;br /&gt;
[[File:Ins2m45-4.jpg|thumb|none|600px|Before out-operating other operators, the operator reloads his M45.]]&lt;br /&gt;
[[File:Ins2m45-3.jpg|thumb|none|600px|The M45 sight, almost exactly the same as the M1911.]]&lt;br /&gt;
[[Image:Notam45a1.jpg‎|thumb|none|600px|The old version of the &amp;quot;M45&amp;quot;. (Before December 19 update.)]]&lt;br /&gt;
&lt;br /&gt;
== Colt M16A4 ==&lt;br /&gt;
The [[M16#M16A4 Rifle |M16A4]] is used by the Security. It holds 30+1 rounds can be equipped with several accessories and is capable of shooting in burst fire and semi auto. It costs 1 supply point. Previously, the M16A4 used a top rail with a folding rear sight, though as of the Nightfall update it has a carry handle instead when no optics are used. It can be used by the Rifleman, Sniper, Designated Marksman, Demolitions, and Specialist classes. One thing to note is the fire selector is incorrectly modeled with the safety on. The M16A4 is both one of the cheapest rifle choices, but also one of the best in the game. With no weird velocity downsides that the Mk 18 suffer from, plus the ability to be made into a budget DMR make it a solid choice for anyone who thinks full-auto is over rated.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|500px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:ins2m16v.jpg|thumb|none|600px|The M16A4 in the customization screen]]&lt;br /&gt;
[[File:ins2m16a4-1.jpg|thumb|none|600px|While his M16 is a bit [[Black Hawk Down|too modern]] for this area, the operator will make do.]]&lt;br /&gt;
[[File:ins2m16a4-2.jpg|thumb|none|600px|For putting up with his accidental re-location to the wrong warzone, he rewards the viewers at home a tactical reload.]]&lt;br /&gt;
[[File:ins2m16a4-3.jpg|thumb|none|600px|The M16A4 iron sight, simplicity and usability in a lovely mix.]]&lt;br /&gt;
&lt;br /&gt;
The Demolition, Breacher, and Specialist classes in the game allows the M16A4 to be wielded with an [[M203 Grenade Launcher]] that can, depending on class, use smoke shells or HE shells. &lt;br /&gt;
[[File:G&amp;amp;P M203.jpg|thumb|none|500px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]&lt;br /&gt;
[[File:Insurgency M203 M16A4 1.jpg|thumb|none|600px|The M16A4 with the M203, as well as a set of indirect fire sights. Note that it is mounted to the 6 o-clock rails with big and visible RIS screws, an indication that it is modeled after an airsoft M203.]]&lt;br /&gt;
[[File:Insurgency M203 M16A4 2.jpg|thumb|none|600px|Security-man arrives at Buhriz, ready to demonstrate his underbarrel grenade launcher.]]&lt;br /&gt;
[[File:Insurgency M203 M16A4 3.jpg|thumb|none|600px|The M203 sight.]]&lt;br /&gt;
[[File:Insurgency M203 M16A4 4.jpg|thumb|none|600px|After exploding some dirt, Security-man reloads his M203.]]&lt;br /&gt;
[[File:Insurgency M203 M16A4 5.jpg|thumb|none|600px|As an additional note, the empty reload of the M16A4 and the M4A1 changes when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
[[File:Ins2m16g-1.jpg|thumb|none|600px|The M16A4 with M203 in an earlier version of the game, where it lacks an indirect fire sight.]]&lt;br /&gt;
[[File:Ins2m16g-2.jpg|thumb|none|600px|Before liberating minds and organs, the operator does a tactical reload with his M203 bedecked A4.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 ==&lt;br /&gt;
The [[M4A1]] is used by the Security and it can be equipped with several accessories. It holds 30+1 rounds. It costs 4 supply points. Its recoil and stats are a mid-point between the larger M16A4 and the shorter Mk 18. It can be used by the Rifleman, Recon, and Demolitions classes. The M4A1 is the same interim weapon as the AK-74, offering full-auto firepower without the weird velocity drop that the shorter Mk 18 and AKS-74U suffer from. &lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ins2m4s.jpg|thumb|none|600px|The M4A1 in the customization screen. Note the older 4-position stock.]]&lt;br /&gt;
[[File:ins2m4-1.jpg|thumb|none|600px|Again, another operator seems to have had some travel issues, so he takes his M4A1 on a sight-seeing tour.]]&lt;br /&gt;
[[File:ins2m4-2.jpg|thumb|none|600px|Soon, he takes the rifle close while reloading and having a discussion over what they can buy from the gift shop.]]&lt;br /&gt;
[[File:ins2m4-3.jpg|thumb|none|600px|Having decided on a few T-shirts and a &amp;quot;I heart Somalia&amp;quot; mug, the operator checks his sights and prepares to breach said gift shop.]]&lt;br /&gt;
&lt;br /&gt;
The Demolition, Breacher, and Specialist classes in the game allows the M4A1 to be wielded with an [[M203 Grenade Launcher]].&lt;br /&gt;
[[File:G&amp;amp;P M203.jpg|thumb|none|500px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]&lt;br /&gt;
[[File:Insurgency M203 M4A1 1.jpg|thumb|none|600px|The M4A1 equipped with the M203 in the customization screen. The round used is the HE version, and is indicated by the yellow head; the smoke version has a blue head.]]&lt;br /&gt;
[[File:Insurgency M203 M4A1 2.jpg|thumb|none|600px|The security operator aims his M203 at the big blue sky(box).]]&lt;br /&gt;
[[File:Insurgency M203 M4A1 3.jpg|thumb|none|600px|Aiming the M203.]]&lt;br /&gt;
[[File:Insurgency M203 M4A1 4.jpg|thumb|none|600px|Ejecting the spent casing after letting the round fly.]]&lt;br /&gt;
[[File:Ins2m4g-1.jpg|thumb|none|600px|The M4A1 in the customization screen with the M203, but without the M203 sights.]]&lt;br /&gt;
[[File:Ins2m4g-2.jpg|thumb|none|600px|The M4A1 with the M203, without the M203 sights. Before sights were invented, aiming the underbarrel grenade launchers was essentially hipfiring with the weapon held at an angle.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] is used by the Security. It holds 30+1 rounds. It can be equipped with several accessories and costs 3 supply points. It has some tan parts, unlike the M16A4 and M4A1. It can be used by the Specialist and Recon classes. The Mk 18 is a curious rifle once you play around for a bit. While it is shorter and easier to maneuver around corners, it suffers from a lower velocity over the other 2 AR pattern rifles, meaning more double taps than are enjoyable.&lt;br /&gt;
[[Image:Mk18.jpg|thumb|none|500px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Insurgency Mk18 Loadout.jpg|thumb|none|600px|The Mk 18 in the Loadout screen. Fear not, the tactical Tan can be modded out.]]&lt;br /&gt;
[[File:Insurgency Mk18 FPS.jpg|thumb|none|600px|A trainee operator listens to the trainer ramble on about guns while he waits for trigger time with his Mk 18.]]&lt;br /&gt;
[[File:Insurgency Mk18 ADS.jpg|thumb|none|600px|Having listened to the trainer's rambling, the trainee checks the sights.]]&lt;br /&gt;
[[File:Insurgency Mk18 Reload.jpg|thumb|none|600px|Trigger time completed, the trainee reloads and carries on his day.]]&lt;br /&gt;
[[File:Insurgency Mk18 Holo.jpg|thumb|none|600px|The Mk 18 with a foregrip and holographic sight attached, for maximum operator.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K MP5KA4==&lt;br /&gt;
The [[MP5K|H&amp;amp;K MP5KA4]] is used by the Security. The old MP5KN model has been replaced with the MP5KA4. It holds 30+1 rounds and can use semi-auto, three-round burst, or automatic fire. It costs 2 supply points and always has its front grip. It can be used by the Specialist. The MP5KA4 is a fairly fun weapon for a character who desires to go fast and only fast, with lackluster damage and shaky stability payed back with high rate of fire and decent damage with AP rounds.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|400px|H&amp;amp;K MP5KA4 - 9x19mm]]&lt;br /&gt;
[[File:Ins2mp5kv.jpg|thumb|none|600px|The MP5KA4 in the customization screen.]]&lt;br /&gt;
[[File:insmp5k-1.jpg|thumb|none|600px|While on personal protection, the operator glances at the sky with his MP5.]]&lt;br /&gt;
[[File:ins2mp5k-2.jpg|thumb|none|600px|His target is waltzing onto the stage, the operator knows where he is, and he tops off his KA4.]]&lt;br /&gt;
[[File:ins2mp5k-3.jpg|thumb|none|600px|As his target slides into the limo, the operator checks his surrounding with the sights.]]&lt;br /&gt;
[[File:Insurgency_MP5KN_Loadout.jpg|thumb|none|600px|The old version of the &amp;quot;MP5K&amp;quot;. Note the lack of the three-round burst marking.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K UMP45==&lt;br /&gt;
The [[H&amp;amp;K UMP|H&amp;amp;K UMP45]] is used by the Security. It features a 2-round burst mode despite the weapon's textures not having a pictogram for it.  It can equip several accessories and costs 2 supply points. It is shown with a front grip attached by default. The UMP is a fairly enjoyable SMG, with the low rate of fire and powerful .45 round making it a reliable weapon for popping skinnies, with no overall downsides besides the 25 round mags.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|500px|H&amp;amp;K UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Insurgency UMP Loadout.jpg|thumb|none|600px|The UMP45 in the customizations screen.]]&lt;br /&gt;
[[File:Insurgency UMP FPS.jpg|thumb|none|600px|The operator wanders around the compound, UMP in hand.]]&lt;br /&gt;
[[File:Insurgency UMP ADS.jpg|thumb|none|600px|Trying to pass by the boring hours of guard duty, the operator draws a bead on the makeshift wall.]]&lt;br /&gt;
[[File:Insurgency UMP Reload.jpg|thumb|none|600px|Reloading the UMP reveals that he actually ''loaded'' the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] is used by the Security. It can be equipped with slug ammo and other accessories. It costs 1 supply point and can be used by the Breacher and Engineer classes. It holds 8+1 shells, and previously, when reloading from empty the gun is not pumped until the reload is done, though as of the October 2015 update, the reloads are performed correctly. The Mossberg is a fairly powerful weapon if one wants to roleplay as a cop who doesn't realize he is in a war, with reliable one-shot kills at close to medium range.&lt;br /&gt;
[[Image:Mossberg 590 Special.jpg|thumb|none|500px|Mossberg 590 Tactical Shotgun with subdued finish and Ghost Ring Sights - 12 Gauge]]&lt;br /&gt;
[[File:Insm590v.jpg|thumb|none|600px|The Mossberg 590 in the customization screen]]&lt;br /&gt;
[[File:ins2m590-1.jpg|thumb|none|600px|Out on the beat, the operator deludes himself in 70's cop movie style fantasies with his very un-70's 590.]]&lt;br /&gt;
[[File:ins2m590-2.jpg|thumb|none|600px|Hearing some creeps around the corner, the operator tops off the tube.]]&lt;br /&gt;
[[File:ins2m590-3.jpg|thumb|none|600px|The Mossberg 590 Iron sights, simple and effective.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249]] is used by the Security. It holds 200 rounds and can be equipped with several accessories. It costs 4 supply points and has a bipod permanently attached and can only be used by the Support class. The counterpart to the RPK, the SAW prefers spreading bullets around from the bipod over the shoulder. While it has the 200 round drums and high rate of fire, firing from the shoulder is really hard to control.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg‎|thumb|none|500px|FN M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Insurgency M249 loadout.jpg|thumb|none|600px|The M249 in the customization screen.]]&lt;br /&gt;
[[File:Insurgency M249 FPS.jpg|thumb|none|600px|Having decided that training is not as violent enough, the trainee opts for the loudest option available outside of a rocket launcher.]]&lt;br /&gt;
[[File:Insurgency M249 ADS.jpg|thumb|none|600px|Aiming the M249, fairly cramped but effective for what the SAW was intended for.]]&lt;br /&gt;
[[File:Insurgency M249 Reload.jpg|thumb|none|600px|Reloading the M249 after ripping the back wall a new one.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM/SAR==&lt;br /&gt;
The [[Galil_ARM#Galil ARM|IMI Galil ARM/SAR]] is available for the Security team. In-game it is identified by the &amp;quot;Galil SAR&amp;quot; but the model still presents some feature of the Galil ARM. While it packs the SAR shorter barrel, the gun still has an ARM style stock to fit the bipod. The Galil is a fairly enjoyable gun with even more flexibility over the M16A4. Besides main rifle and close quarters carbine, mods can make the SAR into a makeshift light machine gun at a cost of controlability.&lt;br /&gt;
[[Image:Galil.jpg|350px|thumb|none|IMI Galil ARM with polymer handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Galil-SAR.jpg|350px|thumb|none|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ins2galilsar-1.jpg|thumb|none|600px|The &amp;quot;Galil SAR&amp;quot; in the customization screen, note the drum mag option, which summons the RPK drum that magically works in the Galil despite the change in calibers.]]&lt;br /&gt;
[[File:Ins2galilsar-2.jpg|thumb|none|600px|While prepping for a raid, the operator admires his SAR rifle.]]&lt;br /&gt;
[[File:Ins2galilsar-3.jpg|thumb|none|600px|He checks the sights until...]]&lt;br /&gt;
[[File:Ins2galilsar-4.jpg|thumb|none|600px|he reloads, revealing the ARM hand guard and bipod slot.]]&lt;br /&gt;
[[File:Ins2galilsar-5.jpg|thumb|none|600px|While he was swindled out of an authentic SAR, the operator does enjoy the bipod and bottle opener.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] is used by the Security and is incorrectly named &amp;quot;M14 EBR&amp;quot; (a different M14-in-Sage-chassis variant that is semi-auto only). It can be equipped with several accessories and holds 20+1 rounds. It is one of two weapons capable of using the Mk. 4 Scope. Unlike several depictions of the EBR, it has a functional fire selector and can be used in automatic. Used only by the Sniper, Designated Marksman, and oddly the Support class. The Mk. 14 is a high power option over the Insurgent SKS, with more stopping power and accuracy at a cost of higher recoil and a pretty much useless full auto fire.&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Insurgency Mk14 Loadout.jpg|thumb|none|600px|The Mk. 14 on the loadout screen. Note the custom stock.]]&lt;br /&gt;
[[File:Insurgency Mk14 FPS.jpg|thumb|none|600px|The marksman wanders the camp, trying to figure out which angle is best to guard.]]&lt;br /&gt;
[[File:Insurgency Mk14 ADS.jpg|thumb|none|600px|He checks the sights, accidently staring into the sun while doing so. Note the NWI trademark over the normal roll mark, something shared between Insurgency and Day of Infamy's M1 based rifles.]]&lt;br /&gt;
[[File:Insurgency Mk14 Scope.jpg|thumb|none|600px|The Mk. 14 with a Mk.4 scope and a suppressor, for maximum tactical..]]&lt;br /&gt;
&lt;br /&gt;
==L1A1 SLR==&lt;br /&gt;
The [[L1A1_SLR#L1A1 SLR|L1A1 SLR]] is available for the Security team, as a counterpart to the Insurgents' FN FAL. It correctly shoots in semi-auto and can accept various accessories, plus, both FN FAL and L1A1 can accept the 30 round magazine by using the &amp;quot;extended magazine&amp;quot; accessory in the customization screen. The L1A1 is a reliable rifle for someone who is willing to sacrifice full-auto for the ability to make Rhodesia jokes at every opportunity.&lt;br /&gt;
[[Image:L1A1-SLR.jpg|thumb|none|500px|L1A1 SLR - 7.62x51mm NATO. This is the later, typical version of the L1A1 which used black fiberglass furniture.]]&lt;br /&gt;
[[File:ins2l1a1-1.jpg|thumb|none|600px|The L1A1 SLR on the loadout screen.]]&lt;br /&gt;
[[File:ins2l1a1-2.jpg|thumb|none|600px|The operator totes around his L1A1, happy that NWI modeled it correctly rather than pasting the FAL model, limiting it to semi-auto and calling it a day..]]&lt;br /&gt;
[[File:ins2l1a1-3.jpg|thumb|none|600px|Aiming the L1A1 SLR reveals a much more open sight in comparison to the FAL.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger AC556==&lt;br /&gt;
The [[Ruger AC556]] is used by the Security. The model is still the default Mini 14 and has a 20+1 round magazine. It can equip several accessories. It costs 2 supply points and can be used by the Rifleman, Recon, and Designated Marksman classes. The Security counterpart to the M1 Carbine, the AC556 benefits from a selector switch, larger magazines and the ability to make A-Team jokes at every occasion.&lt;br /&gt;
[[Image:RugerAC556.jpg|thumb|none|500px|Ruger AC556 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Insurgency Ruger Loadout.jpg|thumb|none|600px|The Ruger AC556 in the customization screen.]]&lt;br /&gt;
[[File:Insurgency Ruger FPS.jpg|thumb|none|600px|An operator takes his day off to the range, training with his AC556.]]&lt;br /&gt;
[[File:Insurgency Ruger ADS.jpg|thumb|none|600px|Aiming down the Ruger AC556 sights, clean and efficent.]]&lt;br /&gt;
[[File:Insurgency Ruger Bolt.jpg|thumb|none|600px|He tugs his bolt handle to release the bolt, even though it seems to have chambered without him.]]&lt;br /&gt;
&lt;br /&gt;
==M40A1 Sniper Rifle==&lt;br /&gt;
The [[M40A1]] is used by the Security. It is one of two weapons capable of using the Mk. 4 Scope and holds 5 rounds in its internal magazine. Used by the Sniper and Designated Marksman classes. Uniquely, when the last round is fired the player character does not operate the bolt, a sign to reload for the attentive. The M40A1 is a fairly normal sniper rifle, good at range, bad in close quarters and hilarious if shoved into situations that it was not programmed for.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg|thumb|none|500px|M40A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Insurgency M40 Loadout.jpg|thumb|none|600px|The M40A1 on the loadout screen with a Mk.4 scope attached. Note the missing trigger]]&lt;br /&gt;
[[File:Insurgency M40 FPS.jpg|thumb|none|600px|The team sniper takes watch with his kitted out M40A1.]]&lt;br /&gt;
[[File:Insurgency M40 ADS.jpg|thumb|none|600px|Aiming down the Mk.4 scope while on the watch for wascally tewowwists.]]&lt;br /&gt;
[[File:Insurgency m40 noscope.jpg|thumb|none|600px|Choosing to forgo an optic saves up to a considerable 4 supply points and mounts a pair of flip-up ironsights on the rifle instead, though marksman classes are rather limited on ordnance to spend those points on and makes for a quite unwieldly rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
The [[M136 AT4]] with the foregrip of the Swedish Pansarskott m/86 is used by the Security as their primary rocket launcher. It is usable only by the Demolitions class and costs 5 points to use. I'd make some witty joke here, but the AT4 is exactly the same as the Insurgent RPG-7, even down to the re-use of the RPG-7 rocket.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86, Swedish Army version of the AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[File:Insurgency AT4 Loadout.jpg|thumb|none|600px|The AT4 on the loadout screen.]]&lt;br /&gt;
[[File:Insurgency AT4 FPS.jpg|thumb|none|600px|The Demolitions Experts ponders if shooting the sun with an AT4 would do anything.]]&lt;br /&gt;
[[File:Insurgency AT4 ADS.jpg|thumb|none|600px|The sights of the AT4, intended for more than we are using it for.]]&lt;br /&gt;
[[File:Insurgency AT4 rocket.jpg|thumb|none|600px|A player firing the AT4 while escaping a world where all the Steam Workshop mods were in the game normally. Note the fact the AT4 is firing an RPG-7 rocket, magic innit?]]&lt;br /&gt;
&lt;br /&gt;
=Weapons used by the Insurgents=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
A modified [[M1911A1]] is used by the Insurgents. It has a ring hammer, M45 sights, a long M1911 trigger, and smooth wood grips. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor. Nothing much to put here, exactly the same as the M45 but with a more boring texture.&lt;br /&gt;
[[Image:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Ins2m1911a1-1.jpg‎|thumb|none|600px|The &amp;quot;M1911A1&amp;quot; in the customization menu.]]&lt;br /&gt;
[[Image:Ins2m1911a1-2.jpg‎|thumb|none|600px|An insurgent wanders around his camp, with his M1911 in tow.]]&lt;br /&gt;
[[Image:Ins2m1911a1-3.jpg‎|thumb|none|600px|The iron sights of the M1911 should be familiar by now.]]&lt;br /&gt;
[[Image:Ins2m1911a1-4.jpg‎|thumb|none|600px|Same for the reload.]]&lt;br /&gt;
[[Image:Insm1911var.jpg‎|thumb|none|600px|The old version of the &amp;quot;M1911A1&amp;quot;. (Before December 19 update.)]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] is used by insurgents. It holds 30+1 rounds and it can equip several accessories and costs 2 supply points. It is usable by the Fighter, Specialist, Striker, and Militant classes. The AK-74N is the interim rifle between the full-size AKM and tiny AKS-74U, with a high rate of fire and powerful rounds compensated by its very meh stability on long bursts.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Ins2ak74nv.jpg|thumb|none|600px|The AK-74N in the customization screen.]]&lt;br /&gt;
[[File:ins2ak74n-1.jpg|thumb|none|600px|Having spent his lunch money at the arms bazaar instead of the food court, an operator admires his AK-74N]]&lt;br /&gt;
[[File:ins2ak74n-2.jpg|thumb|none|600px|Knowing that the first thing he's doing when he gets back to base is make sure it works, he reloads his new prize.]]&lt;br /&gt;
[[File:ins2ak74n-3.jpg|thumb|none|600px|The AK-74N iron sights, simple and durable like most Russian things.]]&lt;br /&gt;
&lt;br /&gt;
The Rocketeer, Striker, and Bomber classes can use the AK-74 with the [[GP-25]], with smoke or HE options.&lt;br /&gt;
[[Image:Gp-25 1.jpg‎|thumb|none|500px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Insurgency GP-25 AK-74 1.jpg|thumb|none|600px|AK-74 equipped with a GP-25 in the customization menu. The current grenade option is the smoke option.]]&lt;br /&gt;
[[File:Insurgency GP-25 AK-74 2.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Insurgency GP-25 AK-74 3.jpg|thumb|none|600px|Aiming through the sights.]]&lt;br /&gt;
[[File:Insurgency GP-25 AK-74 4.jpg|thumb|none|600px|Reloading the GP-25 after the insurgent releases some dastardly smokescreen.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
The [[AKMS]] is used by the Insurgents. It is incorrectly named &amp;quot;AKM&amp;quot; (so close yet so far) and can be fitted with several accessories. It's the only weapon that doesn't require supply points (0 supply points). Any Insurgent class except the Sniper can use it. The AKM is a spin of the M16A4, boasting higher damage over modularity. And yes while the AKMS can easily shred armored troops without AP rounds, you need good trigger control so you can skirt around the very bad stability of the AKMS on long bursts.&lt;br /&gt;
[[Image:AKMS.jpg‎|thumb|none|500px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Insurgency AKMS Loadout.jpg|thumb|none|600px|The AKMS on the loadout screen. Note the M1A1, a weapon from earlier versions of the game, since replaced by the full-stocked M1.]]&lt;br /&gt;
[[File:Insurgency AKMS FPS.jpg|thumb|none|600px|An insurgent stands at his post in the base, AK in hand.]]&lt;br /&gt;
[[File:Insurgency AKMS ADS.jpg|thumb|none|600px|Aiming down the AKMS sights, you should know what they look like at this point.]]&lt;br /&gt;
[[File:Insurgency AKMS Reload.jpg|thumb|none|600px|Reloading the AKMS reveals that the gun dealer lied to the insurgent over which AKM his actually was.]]&lt;br /&gt;
[[File:Insurgency AKMS Foregrip.jpg|thumb|none|600px|The AKMS with a foregrip hand guard, similar to that of the Romanian [[AIMS]]. This same grip is used for the AKS-74U and AK-74N as well.]]&lt;br /&gt;
&lt;br /&gt;
The Sapper, Striker, and Bomber classes in the game allows the AKMS to be wielded with a [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:Gp-25 1.jpg‎|thumb|none|500px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Insurgency GP-25 AKM 1.jpg|thumb|none|600px|The AKMS with a GP-25 Grenade Launcher on the loadout screen. The grenade of the smoke version has a green-grey body, but otherwise has the same model.]]&lt;br /&gt;
[[File:Insurgency GP-25 AKM 2.jpg|thumb|none|600px|Holding the AKMS with the grenade launcher.]]&lt;br /&gt;
[[File:Insurgency GP-25 AKM 3.jpg|thumb|none|600px|Aiming through the GP-25 sights.]]&lt;br /&gt;
[[File:Insurgency GP Loadout.jpg|thumb|none|600px|The GP-25 without its sights in earlier versions of the game.]]&lt;br /&gt;
[[File:Insurgency GP FPS.jpg|thumb|none|600px|Wielding a AKMS with a mounted GP-25 for extra bloop.]]&lt;br /&gt;
[[File:Insurgency GP Reload.jpg|thumb|none|600px|Reloading the GP-25, happy that most people know it is a caseless grenade launcher in modern times.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|AKS-74U]] is used by the Insurgents. It holds 30+1 rounds and can equip several accessories. It costs 2 supply points and can be used by the Fighter, Specialist, and Striker. While it suffers the same muzzle velocity weirdness that plagues the Mk. 18, the AKS-74U is much more enjoyable and practical to use. It comes with a night sight, high rate of fire and the absurd power of 5.45 AP rounds.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg‎|thumb|none|500px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Insurgency AKS Loadout.jpg|thumb|none|600px|The AKS-74U on the loadout screen.]]&lt;br /&gt;
[[File:Insurgency AKS FPS.jpg|thumb|none|600px|An insurgent checks out his new AKS-74U on Insurgent Weapon Hand-Out Day.]]&lt;br /&gt;
[[File:Insurgency AKS ADS.jpg|thumb|none|600px|Aiming down the AKS-74U sights reveals the weird night ''sight''.]]&lt;br /&gt;
[[File:Insurgency AKS Reload.jpg|thumb|none|600px|Reloading the AKS-74U, same as every other AK variant but just a little smaller.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] can be used by the Insurgents. It is also modeled with the truncated barrel of the Chinese &amp;quot;Paratrooper&amp;quot; import model that was made for the US civilian market. It can equip several accessories, and comes with a detachable 20 round magazine. It costs 1 supply point. It can be used by the Fighter, Marksman, Scout, Sharpshooter, and Sniper. The SKS is the counter to the AC556 and balances its higher accuracy with no selector switch.&lt;br /&gt;
&lt;br /&gt;
The in-game reload animation shows the bolt locking open upon firing the last shot, even though real Norinco export SKS models using AK mags have no bolt hold open.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Insurgency SKS Loadout.jpg|thumb|none|600px|The SKS on the loadout screen, note the oddly short barrel.]]&lt;br /&gt;
[[File:Insurgency SKS FPS.jpg|thumb|none|600px|An insurgent prepares for battle with his SKS in tow.]]&lt;br /&gt;
[[File:Insurgency SKS ADS.jpg|thumb|none|600px|Aiming down the SKS iron sights reveals a slightly cluttered sight picture.]]&lt;br /&gt;
[[File:Insurgency SKS Reload.jpg|thumb|none|600px|Knowing that battle comes, the insurgent reloads his SKS.]]&lt;br /&gt;
[[File:Insurgency SKS PSO.jpg|thumb|none|600px|The SKS with a PO 4x24P scope on it. Note the rail mount slapped onto the top of the receiver, not a good idea for anyone familiar with SKS rifles.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL#FN FAL 50.00|FN FAL]] can be used by the Insurgents. It can equip several accessories. It holds 20+1 rounds and costs 3 supply points. Usable by all classes except the Machine Gunner and Bomber, the FAL allows you to slot floppies with the best of them. Rhodesia jokes aside, the FAL is slightly more useful than the M14 and L1A1, boasting a marginally controllable full auto fire.&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Insurgency FAL Loadout.jpg|thumb|none|600px|The FAL on the loadout screen.]]&lt;br /&gt;
[[File:Insurgency FAL FPS.jpg|thumb|none|600px|An insurgent and his FAL begin to contemplate the irony in a gun famous for the UN being used by insurgents.]]&lt;br /&gt;
[[File:Insurgency FAL ADS.jpg|thumb|none|600px|Aiming down the FAL sights, slightly more cluttered over the L1A1, but doable.]]&lt;br /&gt;
[[File:Insurgency FAL Reload.jpg|thumb|none|600px|Here on IMFDB, we make sure to feed our rifles 100% organic bullets.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
The [[TOZ-194]] (simply called &amp;quot;TOZ&amp;quot; in-game) is used by Insurgents. Like the Mossberg, it can be equipped with slug ammo and can equip several accessories. It costs 1 supply point. It holds 6+1 shells (instead the 7+1 in reality) and also now reloads correctly. The TOZ is a basic port of the 590 and vice versa, and only has the downside of a slightly more cluttered sight picture.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 gauge]]&lt;br /&gt;
[[File:Insurgency TOZ Loadout.jpg|thumb|none|600px|The TOZ-194 in the customization screen.]]&lt;br /&gt;
[[File:Insurgency TOZ FPS.jpg|thumb|none|600px|An insurgent, his shotgun and his base.]]&lt;br /&gt;
[[File:Insurgency TOZ ADS.jpg|thumb|none|600px|Aiming the TOZ-194 shotgun reveals a fairly gun-filled sight picture.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is used by Insurgents. The RPK has an AKM like slanted muzzle brake and a ribbed instead of smooth dust cover. Like in the mod, it comes with a 75 rounds drum magazine and can be equipped with several accessories. It costs 2 supply points. Only the Machine Gunner class can use it. The RPK has the definite advantage over the M249, while lacking on capacity and rate of fire, makes up for being usable when shooting from the shoulder.&lt;br /&gt;
[[File:Romanianrpk.jpg|thumb|none|500px|Romanian RPK with slanted muzzle brake and 40-rounds magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Insurgency RPK Loadout.jpg|thumb|none|600px|The RPK in the customization screen. Note the missing key on the drum and the AKM muzzle brake]]&lt;br /&gt;
[[File:Insurgency RPK Loadout Character.jpg|thumb|none|600px|A rather dashing insurgent with his rather dashing RPK.]]&lt;br /&gt;
[[File:Insurgency RPK FPS.jpg|thumb|none|600px|An insurgent prepares to ambush some Security with his RPK.]]&lt;br /&gt;
[[File:Insurgency RPK ADS.jpg|thumb|none|600px|Aiming the RPK reveals the same sight picture as the AKM, a bad move in this case as RPKs have a different sight with windage adjustment. Which you can see this gun lacks.]]&lt;br /&gt;
[[File:Insurgency RPK Reload.jpg|thumb|none|600px|Smelling the odor of MRE's and gun oil, the insurgent tops off his RPK and gets ready for the ambush.]]&lt;br /&gt;
[[File:Insurgency RPK Bipod.jpg|thumb|none|600px|The RPK with its bipod deployed for maximum Victor Charlie.]]&lt;br /&gt;
[[File:Insurgency RPK Ground.jpg|thumb|none|600px|A Mosin wielding madman stumbles on his comrades ditched RPK on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The Insurgents' Galil is a [[IMI Galil ARM]], mirroring the Security's Galil SAR. It costs 3 supply points, it can be equipped with various accessories, but also with its standard bipod and a drum magazine. While it has a longer barrel over the Security's SAR, the ARM has the same pros and cons as the shortie version.&lt;br /&gt;
[[Image:GalilARM-2.jpg|350px|thumb|none|IMI Galil ARM with wood hand-guard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ins2galil-1.jpg|thumb|none|600px|The IMI Galil ARM in the customization screen. Also note the HK416-ified MK18, and that the rest of the guns are all Security guns; somebody's been playing with mods.]]&lt;br /&gt;
[[File:Ins2galil-2.jpg|thumb|none|600px|An insurgent seems oblivious that he's holding a kosher rifle.]]&lt;br /&gt;
[[File:Ins2galil-3.jpg|thumb|none|600px|Aiming The IMI Galil ARM, same as the SAR except with extra carry handle.]]&lt;br /&gt;
[[File:Ins2galil-4.jpg|thumb|none|600px|Too busy with combat to question his rifle's origins, the insurgent reloads his ARM.]]&lt;br /&gt;
[[File:Ins2galil-5.jpg|thumb|none|600px|Sensing an ambush in the making, the insurgent tacks down his ARM on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] is used by the Insurgents. It can equip several accessories. It costs 1 supply point. It can be used by the Sniper and Sharpshooter classes. While places like /k/ will preach the holiness of the Mosin, in-game it is a simple re-skin of the M40 but with a slower cycling action and a desire to curse in Russian.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:Insurgency Mosin Loadout.jpg|thumb|none|600px|The Mosin Nagant on the loadout screen.]]&lt;br /&gt;
[[File:Insurgency Mosin FPS.jpg|thumb|none|600px|At this moment in time, the insurgent realizes he drew the short end of the stick.]]&lt;br /&gt;
[[File:Insurgency Mosin ADS.jpg|thumb|none|600px|The insurgent aims down the sights and activates the Mosin's curse.]]&lt;br /&gt;
[[File:Insurgency Mosin Bolt.jpg|thumb|none|600px|Feeling the souls of lost users flow into him, the insurgent cycles the action of his rifle and prepares to kill in the name of the murdercube.]]&lt;br /&gt;
[[File:Insurgency Mosin Bipod.jpg|thumb|none|600px|While his comrade is being possessed, the team sniper uses his Takbir'd Mosin to cover the street. And yes, any optic gets mounted right on the rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is used by the Insurgents. It can equip several accessories. It is semi-automatic and holds 15+1 rounds, but it can extended by using the extended magazine accessories, which will then use its 30 rounds magazine. It costs 2 supply points and can be used by the Bomber, Sharpshooter, Specialist, and Striker. The M1 Carbine is a fairly alright rifle, with no real advantages or disadvantages over other weapons in the Insurgent lineup.&lt;br /&gt;
[[Image:M1CarbineLateModel.jpg|thumb|none|500px|Korean War Era M1 Carbine, with Birch Stock, Adjustable sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:Ins2m1car-1.jpg|thumb|none|600px|The M1 Carbine on the loadout screen.]]&lt;br /&gt;
[[File:Ins2m1car-2.jpg|thumb|none|600px|Feeling a desire to praise the Lord and pass the ammunition, the insurgent is handed his M1 Carbine.]]&lt;br /&gt;
[[File:Ins2m1car-3.jpg|thumb|none|600px|Aiming down the M1 Carbine sights reveals the rarely seen in video games post WWII adjustable sights.]]&lt;br /&gt;
[[File:Ins2m1car-4.jpg|thumb|none|600px|Reloading the M1 Carbine is exactly what you'd expect.]]&lt;br /&gt;
[[File:Ins2m1car-5.jpg|thumb|none|600px|And if the original isn't enough, why not stick some special sights on it?.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is used by the Insurgents. It is correctly shown holding 32 rounds and being unable to chamber one. It can equip several accessories. It costs 2 supply points. While the MP40 isn't as petite and tactical as the MP5KA4, the MP40 is the Insurgent option offering a more controllable rate of fire over the swarm of bees that is the KA4.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|500px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:Insurgency MP40 Loadout.jpg|thumb|none|600px|The MP40 in the loadout screen. Note the missing trigger]]&lt;br /&gt;
[[File:Insurgency MP40 FPS.jpg|thumb|none|600px|An insurgent stares outside with his trusty MP40.]]&lt;br /&gt;
[[File:Insurgency MP40 ADS.jpg|thumb|none|600px|Aiming down the MP40 iron sights reveals the same sight picture we've seen since 1941.]]&lt;br /&gt;
[[File:Insurgency MP40 Bolt.jpg|thumb|none|600px|When one spawns in, the character will click the gun out of safe.]]&lt;br /&gt;
[[File:Insurgency MP40 Reload.jpg|thumb|none|600px|A tactical reload on an older weapon is always enjoyable.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. IV==&lt;br /&gt;
The [[Sterling Mk. IV]] is used by the Insurgents. It costs 2 supply points, and it can accept various attachments. In-game it is full-auto only whereas the real weapon is select fire. Furthermore, the player characters ill-advisedly hold it by the magazine with their left hand. The Sterling's slow rate of fire makes it more on-par with the UMP over the KA4, with overly controllable full auto and the option for a tactical suppressor.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|350px|thumb|none|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Ins2sterling-1.jpg|thumb|none|600px|The Sterling Mk. IV in the customization screen.]]&lt;br /&gt;
[[File:Ins2sterling-2.jpg|thumb|none|600px|An insurgent with his Sterling, realizing they aren't on the Falklands anymore.]]&lt;br /&gt;
[[File:Ins2sterling-3.jpg|thumb|none|600px|Aiming the Sterling Mk. IV reveals a slightly cramped sight picture.]]&lt;br /&gt;
[[File:Ins2sterling-4.jpg|thumb|none|600px|Reloading the Sterling Mk. IV with angry swearing about Argentinian troops and Thatcher.]]&lt;br /&gt;
If a suppressor is attached, the Sterling acquires the Sterling Patchett suppressor, but without the grip underneath it. Rather hilariously, if one opts for the laser or flashlight attachments, they'd be mounted to the gun with zipties a-la Left 4 Dead 2.&lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|350px|thumb|none|Sterling Patchett Suppressed version - 9x19mm]]&lt;br /&gt;
[[File:Ins2sterling-5.jpg|thumb|none|600px|A tactical insurgent realizes that his tactical weapon is around 50 years old.]]&lt;br /&gt;
[[File:Ins2sterling-6.jpg|thumb|none|600px|Reloading the Sterling Patchett. Note the missing grip underneath the suppressor]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7#RPG-7|RPG-7]] is used by the Insurgents. It can only be bought by the Striker class and costs 5 points. Besides the Jihad jokes, the RPG-7 is the same as the AT4, with the only difference being you are more likely to find RPG-7's over AT4's in any battle.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Insurgency RPG Loadout.jpg|thumb|none|600px|You know its good when even the insurgent is giving you a worried look.]]&lt;br /&gt;
[[File:Insurgency RPG FPS.jpg|thumb|none|600px|An insurgent holds his RPG, debating if the rules say he had to die to the enemy to get martyr'd.]]&lt;br /&gt;
[[File:Insurgency RPG ADS.jpg|thumb|none|600px|Aiming down the RPG-7 iron sight, exactly as you'd expect.]]&lt;br /&gt;
[[File:Insurgency RPG Reloading.jpg|thumb|none|600px|A nice touch is when spawning in, the character will load the rocket into the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==F1 Grenade==&lt;br /&gt;
The [[F1 hand grenade]] is the standard hand grenade of the Insurgents team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes. There's a joke I could make about the grenades, but stat wise they are identical.&lt;br /&gt;
[[Image:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Insurgency F1.jpg|thumb|none|600px|A F1 grenade in the customization screen. And no, there is no real way to solve the clipping.]]&lt;br /&gt;
[[File:Insurgency F1 FPS.jpg|thumb|none|600px|An insurgent realizes he's gonna need more than a F1 to breach this door.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the standard hand grenade for the Security Team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Insurgency M67 Grenade.jpg|thumb|none|600px|An operator and his M67 prepare to test whether or not you can use a M67 like a baseball.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] can be used by both teams. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|300px|M18 Smoke Grenade]]&lt;br /&gt;
[[Image:ins2m18.jpg|thumb|none|600px|Today on Military Issue Jackass, watch this operator hit himself in the face with his own grenade.]]&lt;br /&gt;
&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] can be equipped by the Security team, costing 3 supply points. The Insurgents' counterpart to the AN-M14 is the Molotov, and both the AN-M14 and the Molotov are the only grenades that can destroy a cache with only 1 of them. Besides that, they are identical stat-wise with the only difference being in the fires they ignite.&lt;br /&gt;
[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]]&lt;br /&gt;
[[File:Insurgency Incendinary.jpg|thumb|none|600px|An engineer realizes that thermite can't melt through a wall if the wall is standing in front of him.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] can be used by both teams. It costs 1 supply point and can be used to either help your team or annoy the hell out of.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Insurgency Flashbang 1.jpg|thumb|none|600px|Preparing a flashbang.]]&lt;br /&gt;
[[File:Insurgency Flashbang 2.jpg|thumb|none|600px|Pulling the pin...]]&lt;br /&gt;
[[File:Insurgency Flashbang 3.jpg|thumb|none|600px|And flicking the safety lever away. Now either throw it away or watch it blow up in your hands.]]&lt;br /&gt;
&lt;br /&gt;
=Other Weapons=&lt;br /&gt;
==Browning M2HB ==&lt;br /&gt;
The [[Browning M2HB ]] machine gun is seen on vehicles located around maps, primarily those of the Security team. But none can be used by the player.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:insurgency M2 (1).jpg|thumb|none|600px|While trying to think of new graphitti options, the marksman gets very close to the Humvee's M2 turret mount.]]&lt;br /&gt;
[[File:insurgency M2 (2).jpg|thumb|none|600px|Having failed, he tries the M1 Abrams, and finds another M2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1 Flare Pistol==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] is available for both teams. It costs 1 supply point and can only be purchased on night time maps. While it does no damage to players, the Flare Gun can be used to impressive effect as either an illuminator of an area or a way to burn the retinas out of your enemies if they're wearing night vision goggles.&lt;br /&gt;
[[Image:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[Image:ins2p2a1-2.jpg|600px|thumb|none|A spooked insurgent sits in the store, his only solace being his flare gun.]]&lt;br /&gt;
[[Image:ins2p2a1-1.jpg|600px|thumb|none|&amp;quot;Aiming&amp;quot; is as predictable as you'd get for a flare gun with no sights.]]&lt;br /&gt;
[[Image:ins2p2a1-3.jpg|600px|thumb|none|Shooting reveals the nice touch of the developers making the hammer actually strike the firing pin.]]&lt;br /&gt;
[[Image:ins2p2a1-4.jpg|600px|thumb|none|Having banished the darkness with the power of flare, the insurgent reloads his P2A1. Sadly the devs forgot to model a fired shell and thus we swap an unfired shot for another unfired shot.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1394700</id>
		<title>Battlefield 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1394700"/>
		<updated>2021-01-22T23:55:56Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Benelli M4 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 3&lt;br /&gt;
|picture=Battlefield 3 (2011) cover.jpg&lt;br /&gt;
|caption=PC Boxart&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=2011&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher=EA&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]]&lt;br /&gt;
[[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]]&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield]]'' series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Battlefield 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike earlier DICE games like ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s multiplayer, weapons in ''Battlefield 3'' correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
In the beginning of the single-player mission &amp;quot;Semper Fidelis&amp;quot; and &amp;quot;The Great Destroyer&amp;quot;, Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-M9-1.jpg|thumb|none|600px|Blackburn holds an M9 at the start of the introductory mission &amp;quot;Semper Fidelis.&amp;quot; This one of only two times in the entire campaign the player character has a sidearm.]]&lt;br /&gt;
[[Image:BF3-M9-4.jpg|thumb|none|600px|Iron sights of the Beretta M9.]]&lt;br /&gt;
[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|600px|The player character in multiplayer reloads a Beretta M9 fitted with a flashlight.]]&lt;br /&gt;
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;93R&amp;quot;===&lt;br /&gt;
The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|&amp;quot;93R&amp;quot;]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.&lt;br /&gt;
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Beretta93-1-.jpg|thumb|none|400px||An actual Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The player character in multiplayer holds his fake Beretta 93R on an F/A-18 Hornet he found grazing in a field. Note the two-handed grip.]]&lt;br /&gt;
[[File:Bf3 Beretta 93R aim.jpg|thumb|none|600px|Iron sights of the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r slide locked.jpg|thumb|none|600px|Dropping out the magazine.]]&lt;br /&gt;
[[Image:Bf3 93r reloading 2.jpg|thumb|none|600px|After replacing the magazine, the player character operates the slide release; note the projecting base of the 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is shown in an official screenshot for the Battlelog. Called &amp;quot;G17C&amp;quot;, although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:Bf3 Glock 17 holding.jpg|thumb|none|600px|The player character holding a Glock 17 fitted with a laser sight.]]&lt;br /&gt;
[[File:Bf3 Glock 17 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bf3 glock 17 laser reloading 1.jpg|thumb|none|600px|Reloading the Glock 17.]]&lt;br /&gt;
[[Image:BF3-Glock-1.jpg|thumb|none|600px|A dead PLR soldier with a Glock 17 at his side.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The third generation [[Glock 18]] appears as the &amp;quot;G18&amp;quot;. It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:BF3BLG18.jpg|thumb|none|200px|G18 Battlelog render.]]&lt;br /&gt;
[[File:BF3 Glock 18 holding.jpg|thumb|none|600px|First-person view of the Glock 18.]]&lt;br /&gt;
[[File:BF3 Glock 18 aiming.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BF3G18reload.jpg|thumb|none|600px|Reloading; note the fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==MEU(SOC) Pistol==&lt;br /&gt;
The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called &amp;quot;All about precision&amp;quot;. After completing it (which require 20 headshots with pistols), the pistol is unlocked.&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|600px|An American soldier with the MEU(SOC) pistol.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-5.jpg|thumb|none|600px|The tritium sights of the pistol. Here it's possible to see the lack of an ambidextrous safety.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-2.jpg|thumb|none|600px|The MEU(SOC) has its own unique reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-3.jpg|thumb|none|600px|Lining up a loaded magazine with the magwell. Note that the &amp;quot;MODEL 1911-A1&amp;quot; and &amp;quot;CAL.45&amp;quot; markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-4.jpg|thumb|none|600px|A player character vaults over a fence with his MEU(SOC) pistol, appreciative of the fact that he actually has legs in this game.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] revolver returns from ''Bad Company'' and ''Bad Company 2'' as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in ''Bad Company 2'', the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to &amp;quot;flicking&amp;quot; them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:Bf3 MP-412 REX holding.jpg|599px|thumb|none|The player character in multiplayer holds an MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX aim.jpg|thumb|none|600px|Iron sights of the MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP412 reload 1.jpg|thumb|none|600px|Pictured: the automatic extractor in action. Not pictured: Antigravity field generator.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX reloading 2.jpg|thumb|none|600px|Inserting new .357 Magnum rounds with a speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] returns from ''Bad Company 2'' and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[Image:BF3-MP443-1.jpg|thumb|none|600px|Vladimir uses his MP-443 as one of Solomon's men demonstrates how not to steal a car stereo.]]&lt;br /&gt;
[[Image:BF3-MP443-2.jpg|thumb|none|600px|Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach holding.jpg|thumb|none|600px|Holding the MP-443 Grach.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach reloading 1.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] appears as an unlockable sidearm, and can be fitted with a scope. Appears as &amp;quot;.44 Magnum&amp;quot;, one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|400px|Taurus Model 44 with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:BF3-Taurus44-1.jpg|thumb|none|600px|Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.]]&lt;br /&gt;
[[Image:BF3-Taurus44-2.jpg|thumb|none|600px|Blackburn soon finds himself getting a closer look at the barrel.]]&lt;br /&gt;
[[Image:BF3-Taurus44-3.jpg|thumb|none|600px|Prior to the start of &amp;quot;Uprising,&amp;quot; Solomon is seen aiming his Taurus at an injured Marine.]]&lt;br /&gt;
[[File:Bf3 Taurus Model 44 holding.jpg|thumb|none|600px|FPS view of the &amp;quot;.44 Magnum&amp;quot;.]]&lt;br /&gt;
[[File:BF3 .44 reload (1).jpg|thumb|none|600px|Ejecting spent shells from the cylinder of a scoped Taurus Model 44.]]&lt;br /&gt;
[[File:BF3 .44 reload (2).jpg|thumb|none|600px|Using the speed loader to reload.]]&lt;br /&gt;
[[File:BF3 .44 reload (3).jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found '''only''' on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.&lt;br /&gt;
[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]]&lt;br /&gt;
Beretta &amp;quot;93R&amp;quot; Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|&amp;quot;92R&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]&amp;lt;br&amp;gt;&lt;br /&gt;
MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]&amp;lt;br&amp;gt;&lt;br /&gt;
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;toe2toe&amp;quot; Dog tag - [[Beretta M9]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 P90 (1).jpg|thumb|none|600px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]]&lt;br /&gt;
[[File:BF3 P90 (2).jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[File:BF3 P90 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion.&lt;br /&gt;
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]]&lt;br /&gt;
[[file:bf3 m5k idle.jpg|thumb|none|600px|The &amp;quot;M5K&amp;quot; in ''Battlefield 3''.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP5KA4 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling the bolt back]]&lt;br /&gt;
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[file:bf3 m5k reload3.jpg|thumb|none|600px|Performing an HK slap]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[H&amp;amp;K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The &amp;quot;reload-from-empty&amp;quot; animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission &amp;quot;Night Shift.&amp;quot; Note the BUIS are retained even with an optic added.]]&lt;br /&gt;
[[Image:BF3-MP7-1.jpg|thumb|none|600px|Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.]]&lt;br /&gt;
[[Image:BF3-MP7-2.jpg|thumb|none|600px|The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in &amp;quot;The Great Destroyer&amp;quot; Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...]]&lt;br /&gt;
[[Image:BF3-MP7-3.jpg|thumb|none|600px|...whereas earlier he just told his vanilla one to imagine it was full of bullets that were ''this'' big.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|The default iron sights of the MP7 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|H&amp;amp;K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:Rrt877 ump.jpg|thumb|none|600px|The UMP in multiplayer.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:BF3-UMP-1.jpg|thumb|none|600px|Blackburn reloads his UMP during &amp;quot;The Great Destroyer,&amp;quot; wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in &amp;quot;Operation Guillotine&amp;quot; when the UMPs are used by the US military; military UMPs should not have it.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.&lt;br /&gt;
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customise menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]]&lt;br /&gt;
[[file:bf3 bizon idle.jpg|thumb|none|600px|The PP-19 in idle, looking rather ridiculous with a PK-A 3x scope and an enormous flash suppressor.]]&lt;br /&gt;
[[file:bf3 bizon reload.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:bf3 bizon bolt.jpg|thumb|none|600px|Pulling the bolt to chamber a new round.]]&lt;br /&gt;
[[File:BF3 PP19 ads.jpg|thumb|none|600px|Iron sights of a camouflaged Bizon.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] returns from ''Bad Company 2'', feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-PP2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 2.jpg|thumb|none|600px|Cocking the PP-2000]].&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective. &lt;br /&gt;
&lt;br /&gt;
In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M1014]] semi-automatic shotgun is found in ''Battlefield 3''. Default magazine capacity is 4+1, represented by the magazine tube ending at the sling swivel rather than the civilian model 5-shot crimped tube. Extended Magazine uses the full-length tube with 6+1 capacity (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:BF3-M1014-2.jpg|thumb|none|600px|M1014 near a dead bank worker at the end of the mission &amp;quot;Operation Guillotine&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-M1014-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M1014 during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 m1014.jpg|thumb|none|600px|M1014 in MP.]]&lt;br /&gt;
[[Image:Rrt877 m1014 reload.jpg|thumb|none|600px|M1014 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear.&lt;br /&gt;
&lt;br /&gt;
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by &amp;quot;-12&amp;quot;, both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:bf3 spas idle.jpg|thumb|600px|none|SPAS-12 idle]]&lt;br /&gt;
[[file:bf3 spas iron.jpg|thumb|600px|none|The SPAS-12's iron sights]]&lt;br /&gt;
[[file:bf3 spas chamber.jpg|thumb|600px|none|Inserting a new round into the chamber]]&lt;br /&gt;
[[file:bf3 spas reload.jpg|thumb|600px|none|Continuing the reload. If you look closely, you can make out part of the word &amp;quot;gauge&amp;quot; on the shell.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 MASS]] can be used only in the Assault kit in the &amp;quot;Gadget 1&amp;quot; slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.&lt;br /&gt;
[[Image:XM26 2 highRes.jpg|thumb|none|450px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]]&lt;br /&gt;
[[Image:BF3 Mass.jpg|thumb|none|600px|M26 standalone.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted.jpg|thumb|none|600px|MASS mounted on an &amp;quot;M16A3&amp;quot; in multiplayer.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]], called the &amp;quot;MK3A1&amp;quot;, is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.&lt;br /&gt;
[[Image:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customisation screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]]&lt;br /&gt;
[[Image:Pancor Jackhammer BF3.jpg|thumb|none|600px|The Pancor Jackhammer idle]]&lt;br /&gt;
[[Image:Pancor Mark III A1 BF3 Reload.jpg|thumb|none|600px|The Pancor Jackhammer reloading. This is one of the few games to correctly depict the actual reload of this weapon. The foregrip is pushed forward to unlock and drop the &amp;quot;ammo cassette&amp;quot; (cylinder magazine), a fresh ammo cassette is inserted, and a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870|Remington 870 MCS]] appears as the &amp;quot;870MCS&amp;quot;. The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[Image:BF3-MCS-1.jpg|thumb|none|600px|Blackburn holds an 870 MCS with a tactical light during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-MCS-2.jpg|thumb|none|600px|One of Blackburn's starting weapons in &amp;quot;Operation Guillotine&amp;quot; is this Remington 870 MCS with a laser aiming module. Precisely what this is for when he has his Big Magic White Circle for aiming with is unclear.]]&lt;br /&gt;
[[Image:Bf3 870 aim.jpg|thumb|none|600px|Iron sights of the Remington 870 MCS.]]&lt;br /&gt;
[[File:Bf3_870MCS_Frag.jpg|thumb|none|600px|Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.]]&lt;br /&gt;
[[File:BF3_chamberload_870mcs_ext_mag.jpg|thumb|none|600px|Chamberloading an 870 that has an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update). It appears to share the exact same model as the &amp;quot;S20K&amp;quot; and the &amp;quot;Saiga 20K Semi&amp;quot; from ''[[Battlefield: Bad Company|Bad Company]]'' and ''[[Battlefield: Bad Company 2|Bad Company 2]]''.&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Saiga-1.jpg|thumb|none|600px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Saiga-2.jpg|thumb|none|600px|The mission &amp;quot;Kaffarov&amp;quot; can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.]]&lt;br /&gt;
[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.&lt;br /&gt;
&lt;br /&gt;
The weapon is referred to as the &amp;quot;DAO-12&amp;quot;, as it was in ''[[Battlefield 2]]''; this stands for &amp;quot;double action only, 12 gauge&amp;quot; and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|To reload, the player character tilts the weapon to the side... (note the shell deflector characteristic of the Protecta)]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|...and inserts the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading (the reload is corrected in BF4). Note &amp;quot;12 GAUGE&amp;quot; and a fragmentation symbol visible on the shells.]]&lt;br /&gt;
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]]&lt;br /&gt;
&lt;br /&gt;
==USAS-12==&lt;br /&gt;
The [[USAS-12]] is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in ''Back to Karkand''. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, meaning that the weapon becomes visually identical to the WM-12, an American semi-auto clone of the USAS-12. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. &lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]&lt;br /&gt;
[[File:WM-12.jpg|thumb|none|400px|Ameetec Arms WM-12 - 12 gauge]]&lt;br /&gt;
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]]&lt;br /&gt;
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]]&lt;br /&gt;
[[Image:BF3-USAS-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by &amp;quot;Baewoo Brecisions&amp;quot; of Korea.]]&lt;br /&gt;
[[Image:Bf3 usas12 reloaded 2.jpg|thumb|none|600px|After replacing the magazine, the player character pulls on the charging handle. Note the deserted left side dust cover, compared to the image above.]]&lt;br /&gt;
[[Image:Bf3 usas12 world.jpg|thumb|none|600px|Icon and world model for the USAS-12. Note that the world model has no sights and no magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|600px|Dog Tag Shotguns.]]&lt;br /&gt;
Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]&amp;lt;br&amp;gt;&lt;br /&gt;
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]&amp;lt;br&amp;gt;&lt;br /&gt;
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] appears as part of the incredibly vague &amp;quot;Compact Assault Rifle&amp;quot; classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called &amp;quot;[[A-91]]&amp;quot; in the game, which refers to the 7.62x39mm variant.&lt;br /&gt;
[[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 a-91.jpg|thumb|none|600px|5.56A-91 in MP.]]&lt;br /&gt;
[[Image:Rrt877 a-91 reloading.jpg|thumb|none|600px|5.56A-91 in MP reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
The [[AEK-971]] is available as an unlock for the Assault kit.&lt;br /&gt;
&lt;br /&gt;
The AEK-971's model is peculiar in that it is mostly a hybrid between the early prototypes of the AEK as well as the 2010s production model. The shape of the lower receiver and the barrel assembly are based on the early prototypes from the late 70s; however, the cleaning rod mount under the base of the front sight block has been removed and replaced with cleaning rod mount from the 2010s AEK-971 model. Additionally, the fire control group and upper receiver of the 2010s AEK-971 model are present, and the handguard and stock are fictionalized representations of the later model.&lt;br /&gt;
&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Prototype AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in ''Battlefield 3'' with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]]&lt;br /&gt;
[[Image:Rrt877 aek2 reload.jpg|thumb|none|600px|AEK-971 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3.&lt;br /&gt;
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AK-1.jpg|thumb|none|600px|Blackburn holds an AK-74M equipped with a PSO-1 scope during &amp;quot;Operation Swordbreaker.&amp;quot; Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]]&lt;br /&gt;
[[Image:Bf3 ak-74m aim.jpg|thumb|none|600px|Iron sights of the AK-74M.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 1.jpg|thumb|none|600px|Blackburn reloads his AK-74M; note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 2.jpg|thumb|none|600px|After that, he flips the weapon over and pulls on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 ak-74m world.jpg|thumb|none|600px|Icon and world model of the AK-74M.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AKS-74U-1.jpg|thumb|none|600px|Blackburn wrestles with one of Solomon's men during the introductory mission &amp;quot;Semper Fidelis.&amp;quot; On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]]&lt;br /&gt;
[[Image:BF3-AKS-1.jpg|thumb|none|600px|At the start of the mission &amp;quot;Uprising,&amp;quot; Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]]&lt;br /&gt;
[[Image:Rrt877 aks74u reloading.jpg|thumb|none|600px|AKS-74U in multiplayer, note the the odd milled/stamped steel hybrid receiver, showing this is the same model from the ''Bad Company'' series.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode is, in multiplayer, depicted somewhat closer to reality than in ''[[Battlefield: Bad Company 2]]'', with bursts and the first two shots on pulling the trigger in full-auto firing at a slightly faster rate than sustained full-auto, though nowhere near the full 1,800 rpm the real weapon fires at. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the same 600 rpm as sustained full auto, as it worked in ''Bad Company 2''.&lt;br /&gt;
&lt;br /&gt;
The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971. The weapon is also modeled with the magazine coming out straight downwards from the bottom of the gun like on other AK-like weapons, rather than being angled off towards the right side of the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|450px|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AN-94 (1).jpg|thumb|none|600px|Iron sights of the AN-94.]]&lt;br /&gt;
[[File:BF3 AN-94 (2).jpg|thumb|none|600px|Inserting the new magazine after kicking out the old one...]]&lt;br /&gt;
[[File:BF3 AN-94 (3).jpg|thumb|none|600px|...and chambering the first round.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF3-ASVal-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-ASVal-2.jpg|thumb|none|600px|Kiril holds his AS Val near the end of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AS VAL (1).jpg|thumb|none|600px|Aiming the AS Val.]]&lt;br /&gt;
[[File:BF3 AS VAL (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 AS VAL (3).jpg|thumb|none|600px|Charging the Val.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4LE Carbine==&lt;br /&gt;
Two versions of the [[M4 Carbine]] are found: the full-auto &amp;quot;M4A1&amp;quot; and the 3-round burst &amp;quot;M4&amp;quot;. However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The model features a KAC RIS handguard, Crane SOPMOD stock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates. In singleplayer, the &amp;quot;M4A1&amp;quot; is commonly seen in the hands of the main character. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The &amp;quot;M4A1&amp;quot; is the starting weapon for US Engineers, while the &amp;quot;M4&amp;quot; is unlocked at 40,000 Engineer score.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the first &amp;quot;Fault Line&amp;quot; trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|450px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.]]&lt;br /&gt;
[[File:BF3-M4-1.jpg|thumb|none|600px|Blackburn holds an &amp;quot;M4A1&amp;quot; during &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-M4-2.jpg|thumb|none|600px|Blackburn reloads his carbine. &amp;quot;For law enforcement / military use&amp;quot; is printed on the side of the EOTech optic.]]&lt;br /&gt;
[[File:BF3-M4-3.jpg|thumb|none|600px|Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in ''Medal of Honor'', though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads &amp;quot;Fire&amp;quot;, meaning it was modeled on a civilian M4 variant.]]&lt;br /&gt;
[[File:Bf3 Colt M4A1 holding.jpg|thumb|none|600px|The M4 in multiplayer without any attachment.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Sporter Competition==&lt;br /&gt;
Both the 3-round burst &amp;quot;[[M16A4]]&amp;quot; and the full-auto &amp;quot;M16A3&amp;quot; are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The model features an [[M16A1]] flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is the standard assault rifle used by the US Assault kit, and can be unlocked for the Russian Assault at 220,000 Assault points; the &amp;quot;M16A4&amp;quot; meanwhile is unlocked for both factions at 89,000 Assault points.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A4&amp;quot; was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|450px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.]]&lt;br /&gt;
[[File:BF3-M16-1.jpg|600px|thumb|none|Blackburn holds his &amp;quot;M16A3&amp;quot; during Operation Swordbreaker.]]&lt;br /&gt;
[[File:Bf3 m16a3 aim.jpg|thumb|none|600px|Iron sights of the &amp;quot;M16A3&amp;quot;.]]&lt;br /&gt;
[[File:BF3-M16-2.jpg|600px|thumb|none|A Marine reloads his &amp;quot;M16A3&amp;quot; with a mounted Trijicon ACOG scope in multiplayer.]]&lt;br /&gt;
[[File:Bf3 m16a4 world.jpg|thumb|none|600px|Icon and world model of the &amp;quot;M16A3&amp;quot; in Single Player (note that the front sight and gas block are missing, while in the first person model they are present).]]&lt;br /&gt;
&lt;br /&gt;
==DIO KH2002 Sama==&lt;br /&gt;
Befitting the Iranian setting, the [[DIO KH2002|DIO KH2002 Sama]] bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.&lt;br /&gt;
&lt;br /&gt;
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. &lt;br /&gt;
[[Image:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-KH2002-1.jpg|thumb|none|600px|Blackburn holds a KH2002 during the mission &amp;quot;Uprising&amp;quot; as he discovers the exit.]]&lt;br /&gt;
[[Image:Bf3 kh2002 aim.jpg|thumb|none|600px|Iron sights of the KH2002.]]&lt;br /&gt;
[[Image:BF3-KH2002-2.jpg|thumb|none|600px|Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.]]&lt;br /&gt;
[[File:BF3 KH2002 reload.jpg|thumb|none|600px|Charging an ACOG scope-equipped KH2002.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed. In-game, the FAMAS uses the correct 25 round straight magazines.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]]&lt;br /&gt;
[[Image:Rrt877 famas3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 famas3 reload.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-F2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Left Side.jpg|thumb|none|600px|The left side of the F2000 Tactical, note the FN trademarks.]]&lt;br /&gt;
[[Image:1000px-Bf3 2012-07-31 23-56-43-08.jpg|thumb|none|600px|The left side of the F2000 with Navy Blue Digital &amp;quot;camouflage&amp;quot;, folding bipod, EOtech sight, aftermarket flash hider, and what appears to be an intangible magwell.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Iron Sight.jpg|thumb|none|600px|The F2000 iron sights.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000.jpg|thumb|none|600px|The F2000 Tactical idle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], is used by the Engineer kit In multiplayer. A modeling mistakes shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|450px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Rrt877 mk17.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF3-SCAR-1.jpg|thumb|none|600px|Blackburn reloads his SCAR-H at the start of &amp;quot;Operation Guillotine.&amp;quot; Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.]]&lt;br /&gt;
[[File:BF3 SCAR-H (1).jpg|thumb|none|600px|Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.]]&lt;br /&gt;
[[File:BF3 SCAR-H (2).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The first generation FN Mk 16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.&lt;br /&gt;
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|600px|none|The SCAR-L's iron sights]]&lt;br /&gt;
[[file:BF3_CQ_SCAR_l_reload.jpg|thumb|600px|none|The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended.]]&lt;br /&gt;
[[file:BF3_SCAR_L_bolt.jpg|thumb|600px|none|Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
In the ''Back to Karkand'' expansion pack, a [[Heckler &amp;amp; Koch G36]] with G36C rails, bipods, and Beta C-Mag drums appears as the &amp;quot;MG36&amp;quot;; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the &amp;quot;Extended Magazines&amp;quot; attachment in order to use its full 100+1 capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|none|450px|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-MG36-1.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]]&lt;br /&gt;
[[file:bf3 mg36 idle.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; idle, with a Beta C-mag that only holds 50 rounds]]&lt;br /&gt;
[[file:bf3 mg36 iron.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot;'s iron sights]]&lt;br /&gt;
[[file:bf3 mg36 reload1.jpg|thumb|none|600px|Inserting a fresh magazine]]&lt;br /&gt;
[[file:bf3 mg36 reload2.jpg|thumb|none|600px|Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36C]] is seen in single player in the mission &amp;quot;Comrades&amp;quot;. The model is based from 2008's DICE game [[Mirror's Edge]]. It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.&lt;br /&gt;
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C with vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-G36-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission &amp;quot;Comrades.&amp;quot; Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to &amp;quot;safe&amp;quot;. It's greatly improved from Mirror's Edge's G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is available in both single and multiplayer. It is an actual H&amp;amp;K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-G3-1.jpg|thumb|none|600px|Blackburn holds a G3A3 with ACOG scope during the mission &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-G3A3-Pickup.jpg|thumb|none|600px|The detailed pick-up icon for the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 aim.jpg|thumb|none|600px|Iron sights of the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 reloading 1.jpg|thumb|none|600px|Reloading the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 world.jpg|thumb|none|600px|Icon and world model. Note the slightly mispositioned magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4&amp;quot; barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the &amp;quot;M416,&amp;quot; seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.&lt;br /&gt;
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 10 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]]&lt;br /&gt;
[[Image:Bf3 hk416 holding.jpg|thumb|none|600px|A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).]]&lt;br /&gt;
[[Image:Bf3 hk416 aim.jpg|thumb|none|600px|Iron sights of the HK416.]]&lt;br /&gt;
[[Image:Bf3 hk416 reloading 1.jpg|thumb|none|600px|The player character reloads his HK416.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK53==&lt;br /&gt;
The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original &amp;quot;HK53&amp;quot; name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version]]&lt;br /&gt;
[[Image:Rrt877 hk53.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 hk53 reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 like it can in real life.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customisation screen.]]&lt;br /&gt;
[[file:bf3 l85 idle.jpg|thumb|none|600px|L85A2 idle, fitted with an ACOG sight and a bipod. Note the Picatinny rail mounted on top of the dovetail mount, which appears when alternate sights are used.]]&lt;br /&gt;
[[file:bf3 l85 reload.jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[file:bf3 l85 bolt.jpg|thumb|none|600px|Moving to press the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR==&lt;br /&gt;
The [[Magpul PDR]], a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the &amp;quot;PDW-R&amp;quot; (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|400px|none|Magpul PDR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-PDR-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's &amp;quot;walking into a fire&amp;quot; plan.]]&lt;br /&gt;
[[File:BF3 PDR (1).jpg|thumb|none|600px|Pressing the magazine release on a PDR in multiplayer.]]&lt;br /&gt;
[[File:BF3 PDR (2).jpg|thumb|none|600px|Releasing the charging handle on a full reload.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95B==&lt;br /&gt;
The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit.&lt;br /&gt;
[[Image:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customise menu.]]&lt;br /&gt;
[[Image:QBZ-95BF3.jpg|thumb|none|600px|The QBZ-95B idle.]]&lt;br /&gt;
[[Image:QBZ-95RELOADBF3.jpg|thumb|none|600px|Removing the spent magazine with a fresh one]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model has the markings and serial number of a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), suggesting that the model is referenced after said gun, though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in &amp;quot;Comrades&amp;quot;, where a police officer exiting the van has one, and the other one being found by the player after the train crashes in &amp;quot;The Great Destroyer&amp;quot;.&lt;br /&gt;
[[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]&lt;br /&gt;
[[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission &amp;quot;Comrades&amp;quot; as he fights his way through a French police cordon.]]&lt;br /&gt;
[[File:BF3 SG553 Reload.jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the &amp;quot;Ziba Tower&amp;quot; gameplay video. It is named &amp;quot;ACW-R&amp;quot; (likely meaning 'Adaptive Combat Weapon - Rifle') much like the &amp;quot;PDW-R&amp;quot;. It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the &amp;quot;ACW-R&amp;quot; in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.&lt;br /&gt;
[[File:Bushmasteracrentry.jpg|thumb|none|450px|Remington ACR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 acr idle.jpg|thumb|600px|none|The &amp;quot;ACW-R&amp;quot; idle. Note the 26+1 magazine.]]&lt;br /&gt;
[[file:bf3 acr reload 1.jpg|thumb|600px|none|Removing an empty mag.]]&lt;br /&gt;
[[file:bf3 acr reload 2.jpg|thumb|600px|none|And inserting a fresh one. It is a polymer Magpul PMAG instead of the STANAG aluminum magazine.]]&lt;br /&gt;
[[file:bf3 acr bolt.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.]]&lt;br /&gt;
[[File:RussianguywithACR.jpg|thumb|none|500px|A Russian Engineer fires his &amp;quot;ACW-R,&amp;quot; note the 14.5&amp;quot; barrel and the correct AAC Blackout flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the &amp;quot;Ziba Tower&amp;quot; gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the &amp;quot;Shepard&amp;quot; assignment which involves 10 squad revives and 30 kills with assault rifles.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]]&lt;br /&gt;
[[file:bf3 aug idle.jpg|thumb|600px|none|The AUG A3 idle. Note the underslung M320 grenade launcher.]]&lt;br /&gt;
[[file:bf3 aug iron.jpg|thumb|600px|none|The AUG A3's iron sights.]]&lt;br /&gt;
[[file:bf3 aug reload.jpg|thumb|600px|none|The AUG A3 mid-reload. Note how the M320 clips through the trigger guard of the AUG.]]&lt;br /&gt;
[[file:Bf3_2012-06-06_14-42-49-55.jpg|thumb|600px|none|Pressing the bolt release]]&lt;br /&gt;
&lt;br /&gt;
==MTAR-21==&lt;br /&gt;
The [[IMI Micro Tavor MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.&lt;br /&gt;
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:bf3 mtar idle.jpg|thumb|none|600px|The IMI MTAR-21 idle, fitted with a Trijicon RX01 reflex sight.]]&lt;br /&gt;
[[file:bf3 mtar reload1.jpg|thumb|none|600px|The MTAR-21 with its magazine removed. Note that since all rounds were expended, the charging handle is correctly shown in the rear position with the bolt locked back.]]&lt;br /&gt;
[[file:bf3 mtar reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[file:bf3 mtar bolt.jpg|thumb|none|600px|Pressing the bolt release, which sends the bolt and charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===M16A1===&lt;br /&gt;
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an [[M203]] mounted to an [[M16A1]], complete with the heatshield handguard.&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead.&lt;br /&gt;
&lt;br /&gt;
===FAMAS===&lt;br /&gt;
A [[FAMAS]] (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.&lt;br /&gt;
&lt;br /&gt;
===FN F2000===&lt;br /&gt;
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.&lt;br /&gt;
[[Image:Bf3 dogtag fn f2000 GL-1.jpg|thumb|none|400px|FN F2000 + FN GL-1. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 16 Mod 0 (SCAR-L)===&lt;br /&gt;
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.&lt;br /&gt;
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416===&lt;br /&gt;
[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler &amp;amp; Koch HK416 + M203. 100 kill.]]&lt;br /&gt;
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416. 500 kill.]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===SIG SG 553===&lt;br /&gt;
[[Image:Bf3 dogtag sg 553.jpg|thumb|none|400px|SIG SG 553. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch M27 IAR==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M27 IAR]] is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it.&lt;br /&gt;
[[Image:H&amp;amp;K M27 IAR.jpg|thumb|none|450px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 iar.jpg|thumb|none|600px|The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the &amp;quot;Point Blank&amp;quot; assignment, which involves 10 kills with C4 and 10 knife takedowns.&lt;br /&gt;
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]&lt;br /&gt;
[[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]]&lt;br /&gt;
[[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]]&lt;br /&gt;
[[Image:bf3 lsat reload1.jpg|thumb|none|600px|Pulling the charging handle to empty the chamber]]&lt;br /&gt;
[[Image:bf3 lsat reload2.jpg|thumb|none|600px|Removing the ammo box]]&lt;br /&gt;
[[Image:bf3 lsat reload3.jpg|thumb|none|600px|Feeding the ammo belt into the chamber]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]]&lt;br /&gt;
[[File:BF3 M240B.jpg|thumb|none|600px|The player character in multiplayer holds an M240B with M145 Machine Gun Optic. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.]]&lt;br /&gt;
[[File:BF3 M240 (1).jpg|thumb|none|600px|Aiming the M240B.]]&lt;br /&gt;
[[File:BF3 M240 (2).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload.]]&lt;br /&gt;
[[File:BF3 M240 (3).jpg|thumb|none|600px|Placing the belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M249==&lt;br /&gt;
An [[M249]] is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft &amp;quot;Mk 46&amp;quot; guns which have Mk 46 features but retain their STANAG wells.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|450px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]]&lt;br /&gt;
[[Image:BF3-SAW-1.jpg|thumb|none|600px|Blackburn sets up the bipod of his SAW.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]] is the last MG to be unlocked in the Support kit. Extended magazines gifts the weapon with a massive 200 round box and this is visually shown on the weapon when attached.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M60-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|QJB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs. QJB-95 is called &amp;quot;QBB-95&amp;quot; in the game, which is a common mistake.&lt;br /&gt;
[[Image:QBB95ds.jpg|thumb|none|450px|QJB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBB95-1.jpg|thumb|none|600px|QJB-95 on the customise menu.]]&lt;br /&gt;
[[file:bf3 qbb95 idle.jpg|thumb|none|600px|The QJB-95 fitted with a PKA-S holographic sight. Note the Picatinny rail added above the carrying handle, which normally has a dovetail mount for optics.]]&lt;br /&gt;
[[file:bf3 qbb95 reload.jpg|thumb|none|600px|Inserting a fresh drum magazine into the QJB-95. The carry handle appears to be modeled a bit more bulky than in reality.]]&lt;br /&gt;
[[file:bf3 qbb95 charge.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''Bad Company 2'', once again called the &amp;quot;Type 88&amp;quot;. This isn't wrong per se (the weapon is named &amp;quot;Type 88 GPMG&amp;quot; in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper &amp;quot;QB&amp;quot; designations.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|450px|none|Norinco QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]]&lt;br /&gt;
[[Image:BF3QJY-88.jpg|thumb|none|600px|The QJY-88 idle]]&lt;br /&gt;
[[Image:Bf3QJY-88reload.jpg|thumb|none|600px|Removing the spent belt box]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|450px|none|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-PKP-1.jpg|thumb|none|600px|Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-PKP-2.jpg|thumb|none|600px|Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] is the starting weapon for the Russian Support class. It is referred to in game as an &amp;quot;[[RPK light machine gun#RPK-74|RPK-74M]]&amp;quot;, a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|450px|An actual RPK-74M with 45-round box magazine for comparison - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-RPK-1.jpg|thumb|none|600px|Blackburn holds an RPK equipped with a Kobra reflex sight during &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-RPK-2.jpg|thumb|none|600px|Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.]]&lt;br /&gt;
[[Image:BF3-RPK-3.jpg|thumb|none|600px|Reloading an RPK fitted with an odd aftermarket bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the &amp;quot;L86A2&amp;quot; and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|Enfield L86A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 l86a2 idle.jpg|thumb|600px|none|The &amp;quot;L86A2&amp;quot; idle. Unlike the L85A2, the dovetail mount is used for all sights.]]&lt;br /&gt;
[[file:bf3 l86a2 reload.jpg|thumb|600px|none|Removing an empty magazine]]&lt;br /&gt;
[[File:bf3 l86a2 bolt.jpg|thumb|600px|none|Slapping the bolt release to chamber a new round]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===MG36===&lt;br /&gt;
Despite the fact that BF3's &amp;quot;MG36&amp;quot; is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.&lt;br /&gt;
&lt;br /&gt;
==Barrett M98B==&lt;br /&gt;
The [[Barrett M98B|M98B]] is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF3-98B-2.jpg|thumb|none|600px|Good plan on the icon and world model.]]&lt;br /&gt;
[[Image:BF3-98B-1.jpg|thumb|none|600px|Blackburn uses an M98B with the bipod set up as he assaults the bank at the end of &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-98B-3.jpg|thumb|none|600px|View through the Barrett M98 scope.]]&lt;br /&gt;
[[Image:BF3-98B-4.jpg|thumb|none|600px|Blackburn has M98B at the entrance to the basement of the bank.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] appears in the game, but it is exclusive to the singleplayer; it's absence in BF3's multiplayer could be chalked up to difficulty with balancing the weapon properly. The M107 with an AN/PAS-13D thermal scope only appears in the singleplayer level &amp;quot;Kaffarov&amp;quot;, where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to.&lt;br /&gt;
&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]&lt;br /&gt;
[[Image:BF3-Barrett-1.jpg|thumb|none|600px|In the room ''before'' Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.]]&lt;br /&gt;
[[Image:BF3-Barrett-2.jpg|thumb|none|600px|On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|&amp;quot;Thank you, I had no idea why I was carrying that.&amp;quot;]]&lt;br /&gt;
[[Image:BF3 M107 Idle.jpg|thumb|none|600px|The M107 in idle.]]&lt;br /&gt;
[[Image:BF3 M107 MidReload 1.jpg|thumb|none|600px|Swapping magazines during a reload]]&lt;br /&gt;
[[Image:BF3 M107 MidReload 2.jpg|thumb|none|600px|About to rock in a new one.]]&lt;br /&gt;
[[Image:BF3 M107 MidReload 3.jpg|thumb|none|600px|Working the M107's action.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 world.jpg|thumb|none|600px|World model of the M107.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the &amp;quot;L96&amp;quot; (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua.&lt;br /&gt;
&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Win Mag]]&lt;br /&gt;
[[File:AI AW G22.jpg|thumb|400px|none|G22 (AWM-F) - .300 Winchester Magnum]]&lt;br /&gt;
[[Image:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]]&lt;br /&gt;
[[file:bf3 l96 idle.jpg|thumb|none|600px|The &amp;quot;L96&amp;quot; idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Also note the Airman camouflage.]]&lt;br /&gt;
[[file:bf3 l96 reload 1.jpg|thumb|none|600px|Pulling back the bolt to empty the chamber.]]&lt;br /&gt;
[[file:bf3 l96 reload 2.jpg|thumb|none|600px|Inserting a full magazine.]]&lt;br /&gt;
[[file:bf3 l96 reload 3.jpg|thumb|none|600px|Pushing the bolt back into place to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|450px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 jng idle.jpg|thumb|none|600px|The MKEK JNG-90 fitted with a Russian PKS-07 scope.]]&lt;br /&gt;
[[Image:bf3 jng reload1.jpg|thumb|none|600px|Pulling back the bolt]]&lt;br /&gt;
[[Image:bf3 jng reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[Image:bf3 jng reload3.jpg|thumb|none|600px|Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage chassis)==&lt;br /&gt;
An [[M14]] in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the [[M39 Enhanced Marksman Rifle|M39 EMR]]. It is unlocked when the player receives 58,000 Co-Op Score.&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]]&lt;br /&gt;
[[Image:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]]&lt;br /&gt;
[[Image:Rrt877 ebr reloading.jpg|thumb|none|600px|The player character in multiplayer simultaneously reloads the M14 and demonstrates that ''Battlefield 3'' does not necessary require you to have a sniper scope on your sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission &amp;quot;Night Shift.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==HK417==&lt;br /&gt;
The Heckler and Koch [[HK417]] is added in the ''Close Quarters'' expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling. &lt;br /&gt;
[[Image:HK417_20MOD.jpg|thumb|450px|none|Heckler &amp;amp; Koch 417 with 20&amp;quot; barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 m417 idle.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; idle, equipped with an 8x scope. Like M27 and HK416, the backside of the charging handle is modeled completely solid.]]&lt;br /&gt;
[[Image:bf3 m417 reload1.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; with its magazine removed]]&lt;br /&gt;
[[Image:bf3 m417 reload2.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[Image:bf3 m417 bolt.jpg|thumb|600px|none|Slapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its designation in SOCOM. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission &amp;quot;Operation Swordbreaker&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission &amp;quot;Night Shift&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mk 11-1.jpg|thumb|none|600px|A Marine sniper in multiplayer provides some overwatch with his scoped Mk 11 Mod 0.]]&lt;br /&gt;
[[Image:BF3-Mk 11-2.jpg|thumb|none|600px|After some successful hunting, he reloads his rifle...]]&lt;br /&gt;
[[Image:BF3-Mk 11-3.jpg|thumb|none|600px|...and hits the bolt-release. Note that the fire-selector is set to safe.]]&lt;br /&gt;
[[Image:Bf3 mk11 mod 0 world.jpg|thumb|none|600px|Icon and world model for the Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco NDM-86==&lt;br /&gt;
The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the ''[[SVD]]'' It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.&lt;br /&gt;
[[Image:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3 NorincoNDM Multi.jpg|thumb|none|600px|The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.]]&lt;br /&gt;
[[File:BF3 SVD (1).jpg|thumb|none|600px|Aiming through a PSO-1 scope mounted on a NDM-86.]]&lt;br /&gt;
[[File:BF3 SVD (2).jpg|thumb|none|600px|Rocking in a magazine.]]&lt;br /&gt;
[[File:BF3 SVD (3).jpg|thumb|none|600px|Releasing the bolt (it properly locks back upon empty).]]&lt;br /&gt;
[[File:BF3 SVD (4).jpg|thumb|none|600px|Iron sights of the NDM-86, looking into a surreal artifact of the Xbox 360 version running on the Xbox One emulator.]]&lt;br /&gt;
&lt;br /&gt;
==QBU-88==&lt;br /&gt;
The [[QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customisation screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]]&lt;br /&gt;
[[file:Bf3 Qbu 88 idle.jpg|thumb|none|600px|The QBU-88 Idle, fitted with a PKS-07 7x scope. Note the folded down iron sights (which are the default sight options), and that the scope seems more or less welded to the top of the receiver, which happens with all alternate sights.]]&lt;br /&gt;
[[file:bf3 qbu 88 reload.jpg|thumb|none|600px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, then proceed to insert it, as seen here.]]&lt;br /&gt;
[[file:bf3 qbu 88 bolt.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66==&lt;br /&gt;
The Yugoslavian [[Zastava M59/66|M59/66]] variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.&lt;br /&gt;
[[Image:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
[[Image:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]]&lt;br /&gt;
[[Image:BF3 SKS.jpg|thumb|none|600px|The player character in multiplayer holds an M59/66 SKS as he ponders if there might be a tank nearby.]]&lt;br /&gt;
[[File:BF3 SKS (1).jpg|thumb|none|600px|Iron sights of the SKS.]]&lt;br /&gt;
[[File:BF3 SKS (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 SKS (3).jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SV-98==&lt;br /&gt;
The [[SV-98]] returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|450px|SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|During an extremely confusing QTE, an enemy sniper holds an SV-98.]]&lt;br /&gt;
[[Image:BF3 SV98.jpg|thumb|none|600px|SV-98 fitted with the unnamed 12x scope, without a bipod.]]&lt;br /&gt;
[[Image:BF3SV98reload.jpg|thumb|none|600px|Removing the spent magazine.]]&lt;br /&gt;
[[Image:Bf3SV-98bolt.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin|Javelin]] appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during &amp;quot;Operation Guillotine;&amp;quot; here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF3-Javelin-1.jpg|thumb|none|600px|Harassed by tanks during &amp;quot;Operation Guillotine,&amp;quot; Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.]]&lt;br /&gt;
[[Image:BF3-Javelin-2.jpg|thumb|none|600px|Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a [[GP-30]]. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 - 40mm]]&lt;br /&gt;
[[Image:GP-30BF3.jpg|thumb|none|600px|The GP-30 mounted on an newer model AEK-971]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is the standard grenade launcher of ''Battlefield 3''. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. ''Close Quarters'' DLC added a &amp;quot;LVG&amp;quot; round for the M320; the name stands for &amp;quot;Low-velocity grenade&amp;quot; (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:BF3-M320-1.jpg|thumb|none|600px|Blackburn holds a standalone M320 at the start of &amp;quot;Operation Guillotine.&amp;quot; This appears to be randomly dropped by US infantry in this area.]]&lt;br /&gt;
[[Image:BF3-M320-2.jpg|thumb|none|600px|As usual for an FPS protagonist, Blackburn is of the &amp;quot;pick a random notch and use it like a regular iron sight&amp;quot; school of leaf sight use.]]&lt;br /&gt;
[[Image:BF3-M320-3.jpg|thumb|none|600px|Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.]]&lt;br /&gt;
[[Image:BF3-M320-4.jpg|thumb|none|600px|Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the &amp;quot;spent&amp;quot; round; there appears to only be one grenade round model, so the fired round is shown unfired.]]&lt;br /&gt;
&lt;br /&gt;
==Pansarskott m/86==&lt;br /&gt;
The Pansarskott m/86, a Swedish version of the [[M136 AT4]] with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an &amp;quot;RPG&amp;quot;.&lt;br /&gt;
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[Image:BF3-AT4-3.jpg|thumb|none|600px|Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like &amp;quot;leaf blade&amp;quot; should be rotated to bring the 2mm peephole in line with the 7mm peephole.]]&lt;br /&gt;
[[Image:BF3-AT4-2.jpg|thumb|none|600px|The results of using it are fairly predictable. &amp;quot;Good effect on target!&amp;quot;]]&lt;br /&gt;
[[Image:BF3-AT4-1.jpg|thumb|none|600px|Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
At the start of &amp;quot;Operation Guillotine,&amp;quot; Blackburn is tasked with briefly carrying an [[M224 Mortar]] as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:BF3-M224-1.jpg|thumb|none|600px|Blackburn looks at the set-up M224, wondering when he can have a go.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] appears as the American Engineer's unguided rocket launcher.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF3 SMAW.jpg|thumb|none|600px|The player wields the MK 153 SMAW as he prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. &lt;br /&gt;
&lt;br /&gt;
The weapon's Battlelog description states that it fires &amp;quot;GP-7VL&amp;quot; rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. &lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BF3-RPG7-1.jpg|thumb|none|600px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]]&lt;br /&gt;
[[Image:Rrt877 rpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 rpg reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SA-7 Grail==&lt;br /&gt;
The [[SA-7 Grail]] appears as the Russian Engineer's anti-air launcher, misnamed as an [[SA-18 Grouse]] (Russian: 9K38 Igla). As in the previous ''Battlefield'' games the name is given as &amp;quot;SA-18 Igla&amp;quot;, using the US designation, but the Russian nickname.&lt;br /&gt;
[[Image:800px-SA-7.jpg|thumb|none|450px|SA-7 Grail launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF3BL9K38.jpg|thumb|none|350px|In-game render of the SA-7.]]&lt;br /&gt;
[[Image:BF3 SA18 Multi.jpg|thumb|none|600px|The player character holds an SA-7 in multiplayer as he wonders whether a checkpoint office counts as a vehicle.]]&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
The &amp;quot;[[FIM-92 Stinger]]&amp;quot; in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has &amp;quot;Tracking rainer&amp;quot; written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission &amp;quot;Rock and a Hard Place.&amp;quot; As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;TRACKING RAINER&amp;quot; mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these &amp;quot;weapons&amp;quot; were proof that the United States had been supplying military aid to the Ukrainian government.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|none|450px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|none|450px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
[[Image:BF3-Stinger-1.jpg|thumb|none|600px|Finding himself under attack from an Su-25 &amp;quot;Frogfoot&amp;quot; ground-attack plane, Blackburn searches the wreckage of an M1161 &amp;quot;Growler&amp;quot; ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.]]&lt;br /&gt;
[[Image:BF3-Stinger-2.jpg|thumb|none|600px|Quickly grabbing the &amp;quot;Stinger&amp;quot;, Blackburn has one last look in completely the wrong direction...]]&lt;br /&gt;
[[Image:BF3-Stinger-5.jpg|thumb|none|600px|...before sighting up the Su-25 and locking on, struggling not to go blind.]]&lt;br /&gt;
[[Image:BF3-Stinger-3.jpg|thumb|none|600px|The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.]]&lt;br /&gt;
[[Image:BF3-Stinger-4.jpg|thumb|none|600px|Blackburn holds another &amp;quot;Stinger&amp;quot; as the Frogfoot manages one last dramatic flyby. &amp;quot;I regret nothing!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===GL1===&lt;br /&gt;
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.&lt;br /&gt;
&lt;br /&gt;
===M203===&lt;br /&gt;
The [[M203]] appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the ''Bad Company'' series.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M15 Anti-Tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[Image:BF3 ATMine Multi.jpg|thumb|none|600px|The player ponders the idea of putting AT mines inside a tire and rolling them toward a tank.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
[[M18A1 Claymore]] anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BF3 M18 Claymore.jpg|thumb|none|600px|The M18A1 Claymore in the hands of a US support.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the primary grenade seen in ''Battlefield 3'', used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the &amp;quot;FRAG&amp;quot; specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually &amp;quot;cook&amp;quot; the grenade's fuse.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[Image:BF3-M67-1.jpg|thumb|none|600px|Blackburn readies an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
Blackburn uses an [[M84 stun grenade]] to disorient a group of PLR fighters at the bottom of an elevator shaft.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|M84 stun grenade]]&lt;br /&gt;
[[Image:BF3-Flashbang-1.jpg|thumb|none|600px|Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 &amp;quot;flashbang&amp;quot; grenade.]]&lt;br /&gt;
[[Image:BF3-Flashbang-2.jpg|thumb|none|600px|Blackburn throws the grenade. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the &amp;quot;in world&amp;quot; model for this grenade and so the safety lever is still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AT-14 Spriggan==&lt;br /&gt;
The [[AT-14 Spriggan]] appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BF3 Kornet (1).jpg|thumb|none|600px|The AT-14 at an intersection on Caspian Border.]]&lt;br /&gt;
[[File:BF3 Kornet (2).jpg|thumb|none|600px|Aiming the ATGM.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 1.jpg|thumb|none|600px|The player character in multiplayer tracks down a TOW launcher.]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 2.jpg|thumb|none|600px|Another view of the same launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF3-M2-1.jpg|thumb|none|600px|At the end of &amp;quot;Uprising,&amp;quot; Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]]&lt;br /&gt;
[[Image:BF3-M2-2.jpg|thumb|none|600px|Near the end of &amp;quot;Thunder Run,&amp;quot; Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.]]&lt;br /&gt;
[[Image:BF3-M2-3.jpg|thumb|none|600px|A M2HB mounted on M1161 &amp;quot;Growler&amp;quot; ITV.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun (mounting)==&lt;br /&gt;
Mountings for the [[DShK heavy machine gun]] can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.&lt;br /&gt;
[[Image:DShKM-vehicle-mount.jpg|thumb|none|450px|DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-DShK-1.jpg|thumb|none|600px|An Iranian Type-72Z shows off the DShK it conspicuously does not have. Note the border at the edge of the screenshot is authentic, intended to display the edge of the Abrams' display screen as the vehicle moves around.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|450px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF3-GAU-1.jpg|thumb|none|600px|Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission &amp;quot;Going Hunting.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-GAU-2.jpg|thumb|none|600px|Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
The [[GE M134 Minigun]] is seen mounted on AH-6 Little Birds in both single and multiplayer.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M134-1.jpg|thumb|none|600px|An AH-6 &amp;quot;Little Bird&amp;quot; opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]]&lt;br /&gt;
[[File:BF3 Minigun (1).jpg|thumb|none|600px|Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.]]&lt;br /&gt;
[[File:BF3 Minigun (2).jpg|thumb|none|600px|Looking at an idle Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-1==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.&lt;br /&gt;
[[Image:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]]&lt;br /&gt;
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission &amp;quot;Going Hunting,&amp;quot; Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as &amp;quot;MiGs.&amp;quot; This error is only present in the text in this mission; they are correctly named elsewhere in the game.]]&lt;br /&gt;
[[Image:BF3-MiG-1.jpg|thumb|none|600px|Chased by ''Shark 4-6'', one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...]]&lt;br /&gt;
[[Image:BF3-MiG-2.jpg|thumb|none|600px|...giving Hawkins a nice look at its missile armament.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF3-Frogfoot-1.jpg|thumb|none|600px|A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iraq and a hard place.]]&lt;br /&gt;
[[Image:BF3-Frogfoot-2.jpg|thumb|none|600px|It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]]&lt;br /&gt;
[[Image:BF3-Kord-1.jpg|thumb|none|600px|He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.]]&lt;br /&gt;
[[Image:BF3-Kord-2.jpg|thumb|none|600px|A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]]&lt;br /&gt;
[[Image:C-RAM_3.JPG|thumb|none|400px|Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm]]&lt;br /&gt;
[[Image:BF3-M61-2.jpg|thumb|none|600px|In the mission &amp;quot;Gone Hunting&amp;quot; the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F &amp;quot;Super Hornet&amp;quot; callsign ''Shark 4-6'' assigned to CVN-77 USS ''George H.W. Bush''.]]&lt;br /&gt;
[[Image:BF3-Phalanx-1.jpg|thumb|none|600px|Hawkins climbs up to the deck of the USS ''George H.W. Bush'', spotting the USS ''Ford'' (FFG-54), an ''Oliver Hazard Perry''-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the ''Perry''-class, this is a Mk 38 Mod 2 (a remote-controlled navalised [[M242 Bushmaster chaingun]]), not a second Phalanx.]]&lt;br /&gt;
[[Image:BF3-M61-1.jpg|thumb|none|600px|The two Hornets ''Shark 4-2'' and ''Shark 4-6'' overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.]]&lt;br /&gt;
[[Image:BF3-C-RAM.jpg|thumb|none|600px|A close up look at a land-based Phalanx C-RAM in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF3-M197-1.jpg|thumb|none|600px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission &amp;quot;Thunder Run.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-M197 Vulcan-1.jpg|thumb|none|600px|A closer look at an AH-1Z Viper's M197 Vulcan cannon.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.&lt;br /&gt;
&lt;br /&gt;
The GAU-12/U is also mounted on the AC-130 gunship. Interestingly, two additional 25mm guns are mounted to the top of the AC-130 as AA guns.&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF3-GAU-12U.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-22/A==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-22/A|GAU-22/A]] appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.&lt;br /&gt;
[[Image:F-35 GAU-22A.jpg|thumb|none|400px|GAU-22/A - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|450px|M240C machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the &amp;quot;clicker&amp;quot; trigger for an M58 Mine Clearing Line Charge.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is the main gun of the LAV-25.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[Image:BF3-LAV-1.jpg|thumb|none|600px|Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-LAV-2.jpg|thumb|none|600px|Blackburn looks over another LAV-25 during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]]&lt;br /&gt;
[[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the &amp;quot;Phoenix&amp;quot;, a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]]&lt;br /&gt;
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]]&lt;br /&gt;
&lt;br /&gt;
==QLZ-87==&lt;br /&gt;
The [[Norinco QL-series grenade launchers|Norinco QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian &amp;quot;Barsuk&amp;quot; (Badger) modification of the GAZ 3937 Vodnik truck. &lt;br /&gt;
[[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the &amp;quot;gangsta style&amp;quot; pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]]&lt;br /&gt;
[[File:BF3 QLZ87 (2).jpg|thumb|none|600px|The QLZ, unmanned.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs.&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|none|450px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 - 30mm]]&lt;br /&gt;
[[Image:BF3-Shipunov-1.jpg|thumb|none|600px|Blackburn advances on a BMP-2M during &amp;quot;Rock and a Hard Place,&amp;quot; the IFV seemingly oblivious to his dastardly rocket-launching ambitions.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Pancor_Jackhammer&amp;diff=1394699</id>
		<title>Pancor Jackhammer</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Pancor_Jackhammer&amp;diff=1394699"/>
		<updated>2021-01-22T23:47:46Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jackhammer.jpg‎|400px|thumb|right|Pre-production Pancor Jackhammer - proprietary 12 gauge]]&lt;br /&gt;
[[File:Jackhammerprototype.jpg|thumb|right|400px|Last remaining prototype Pancor Jackhammer - standard 12 gauge. Note MP5SD handguard.]] &lt;br /&gt;
The '''Jackhammer''' is a bullpup automatic shotgun which never entered production, using a revolver-style detachable cylinder (referred to as a &amp;quot;cassette&amp;quot;) with a rotating action similar to the British [[Webley-Fosbery Automatic Revolver]], and a gas-seal system similar to that of the [[Nagant Revolver]], though with the barrel moving back to form the seal instead of the cylinder moving forward. A forward-back pump-action forend is used to cock the weapon initially, after which it indexes automatically. The mechanism is indexed by a cam on an operating rod attached to the barrel, which moves in a zig-zag groove to rotate the cylinder to the next chamber with each forward-back motion. The barrel is blown forward by gas tapped from the bore and returned under spring pressure. &lt;br /&gt;
&lt;br /&gt;
It is often seen in videogames as a &amp;quot;super shotgun;&amp;quot; the Jackhammer's popularity is due, in large part, to the futuristic look of the weapon, and sometimes mistakenly described as the only fully automatic shotgun in existence. There is an element of unreality in featuring the Jackhammer in any context, as the weapon never made it past prototype stage; only two guns capable of firing in fully automatic mode were ever made. The real guns had problems with cassette grooves needing to be manufactured to extremely tight tolerances for the weapon to cycle correctly; typically, the full-auto guns could only manage two or three shots sequentially before failing to cycle. The weapon's design was also cumbersome and uncomfortable to shoot, and the factory-sealed ammunition cassettes of the final version could not be reloaded in the field. A well-known fact is that more Jackhammers have appeared in any given work of fiction than ever existed in real life.&lt;br /&gt;
&lt;br /&gt;
One unique feature was that the ammunition cassette could be combined with an additional assembly containing an array of strikers and a pressure plate to turn it into an ersatz landmine, referred to as the &amp;quot;bear trap.&amp;quot; The precise utility of this is debatable since the plate was almost as large as another cassette and the &amp;quot;mine&amp;quot; would expend ten rounds to kill one person, even if it was guaranteed someone would actually stand on it.&lt;br /&gt;
&lt;br /&gt;
Two pre-production weapons were subject to full destructive testing, and just one functional Jackhammer remains in existence, a heavy toolroom prototype with a cylinder which accepts standard 12-gauge shells. This is not the final version, and among other things requires that the weapon be almost completely dismantled in order to reload it. For a time this weapon was owned by designer John Anderson; it was later sold to a movie armourer and fitted with the handguard grip of an [[MP5SD]] since the original smooth forend was thought to be too slick to reliably operate. This modification has followed to certain videogame renditions of the Jackhammer as the weapon has been used as a reference piece. The weapon is currently registered to a collector in New York.&lt;br /&gt;
&lt;br /&gt;
'''The Pancor Jackhammer can be seen in the following video games:'''&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(Designed in 1984 and patented 1987, never produced)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Shotgun&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 12 gauge preloaded (production), standard 12 gauge (prototype)&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 10.1 lbs (4.57 kg), about 14 pounds for toolroom prototype&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 31 in (78.7 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 20.7 in (52.5 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 10-Round preloaded ammunition cassette (production), 10-round revolver cylinder (prototype)&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Semi / Full-Auto&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;|'''Game 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;
| ''[[Fallout 2]]'' || || || ||1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Delta Force: Land Warrior]]'' || || || ||2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project IGI: I'm Going In]]'' || || ||Incorrect 12-round capacity ||2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Max Payne (video game)|Max Payne]]'' || || || Incorrect 12-round capacity||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fallout Tactics]]'' || || || ||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sum of All Fears, The (VG)|The Sum Of All Fears]]'' ||12ga Auto SG || || ||2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project IGI 2: Covert Strike]]'' || || ||Incorrect 12-round capacity ||2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six 3: Iron Wrath]]'' || || || ||2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Söldner: Secret Wars]]'' || || || ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry]]'' || || || ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]]'' || || ||Incorrect 7-round capacity ||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deadhunt]]'' || || || ||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darkness, The|The Darkness]]'' || || ||Incorrect 64-round (!) capacity ||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cross Fire (2007 VG)|Cross Fire]]''||&amp;quot;Jackhammer&amp;quot; ||||Pre-production model||2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' ||Jachhammer Mk3A2 || w/ optional suppressor|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield Play4Free]]'' ||MK3A1|| || ||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 3]]'' ||MK3A1 || ||Back to Karkand expansion, &amp;lt;br&amp;gt;incorrect 8 and 12-round capacities||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warface]]'' || Piledriver|| || ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon: Phantoms]]'' ||M3A1 ||shown with railed top || ||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' ||Pancor Jackhammer || || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike Online]]'' ||PJ Mk3A1 ||10 round mag || ||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Survarium]]'' || || || Version with MP5SD handguard ||2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || &amp;quot;Jackhammer&amp;quot;|| ||Version with MP5SD handguard ||2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ironsight]]'' || Jackhammer || || || 2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Shotgun]]&lt;br /&gt;
[[Category:Bullpup]]&lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Counter-Strike:_Source&amp;diff=1394580</id>
		<title>Counter-Strike: Source</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Counter-Strike:_Source&amp;diff=1394580"/>
		<updated>2021-01-21T16:23:01Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Steyr Scout */&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;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As is common for CS games, many weapons are mirrored in right-handed first person view (a few exceptions exist however). However, it appears that this time the mirroring is an intentional homage to the original CS games rather than an accident from the animation process, as some of the weapons have non-mirrored markings, suggesting that they were intentionally modeled as mirrored weapons.&lt;br /&gt;
&lt;br /&gt;
Third-person models use different low-poly models, and may or may not mirrored, while the buy icons are lifted straight from ''[[Counter-Strike: Condition Zero]]'', all of it leading to some inconsistencies.&lt;br /&gt;
&lt;br /&gt;
= Pistols =&lt;br /&gt;
&lt;br /&gt;
== Glock 19 ==&lt;br /&gt;
&lt;br /&gt;
The [[Glock 19]] is called &amp;quot;9X19 Sidearm&amp;quot; in the game. Its in-game model is smaller than a Glock 17 or 18 and has a (textured) rail, indicating that the texture wants it to be a 3rd gen Glock. The model itself lacks the finger grooves (which are never seen anyway). It has the ability to fire not only in semi-automatic, but as well as 3-round burst fire mode. The Glock 17C was one of the first pistols added in beta 1 of the original ''Counter-Strike'' mod for the first ''Half-Life''.&lt;br /&gt;
&lt;br /&gt;
The factual inaccuracy comes in that the Glock 19 can fire only in semi-auto, and it can't be a [[Glock 18]] because it lacks the fire-selector (which would be on the other side anyway, due to the mirrored model) and a real Glock 18 can only fire in semi and full-auto, no burst (no version of the Glock comes with a burst in fact). 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.&lt;br /&gt;
[[Image:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 2nd Generation - 9x19mm]]&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 3rd Generation - 9x19mm]] &lt;br /&gt;
[[Image:Hl2 2010-04-04 20-40-59-73.jpg|thumb|none|600px|Glock 19 in the game]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 20-40-39-59.jpg|thumb|none|600px|The Glock 19 being fired]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 20-41-12-50.jpg|thumb|none|600px|The Glock 19 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 Tactical|H&amp;amp;K USP45 Tactical]], called &amp;quot;K&amp;amp;M .45 Tactical&amp;quot;, is standard issue for Counter-Terrorist and comes with a suppressor. It can be fired just as fast as the [[FN Five-seveN]] and the [[Glock 19]], 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|300px|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 P228]], called the &amp;quot;228 Compact&amp;quot; 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|300px|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 Mark XIX]] is renamed as the &amp;quot;Night Hawk 50c&amp;quot; in-game (although the model files refer to it as the &amp;quot;Deagle&amp;quot;). 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|400px|IMI Desert Eagle Mark XIX with brushed chrome - .50 Action Express]]&lt;br /&gt;
[[image:DEMkXIX44.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX with polished chrome finish - .44 Magnum. Image provided to show the fluted barrel not on the .50AE variants.]]&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|300px|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 92G Elite II]] is a dual-wielded weapon and is called the &amp;quot;.40 Dual Elite&amp;quot; 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|300px|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 M3 Super 90]] is called the &amp;quot;Leone 12 Gauge Super&amp;quot; in-game. 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 M4 Super 90]] in the game is called the &amp;quot;XM1014&amp;quot;. 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]], named the &amp;quot;Schmidt Machine Pistol&amp;quot; in-game, is a rapid firing, short ranged weapon available only to the Counter Terrorists. It is a weak gun, but has a high rate of fire and can kill within 4 rounds at close range. It 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;
A neat detail is that the third-person animation had changed so that the player character is actually gripping on to the foregrip like in first-person. In earlier games, the TMP is held like a pistol in third person (despite gripping onto the foregrip in first person), with both hands on the magazine well.&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|350px|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]] is a powerful but inaccurate terrorist weapon that appears under its real name rather than a fictional one (probably because the Military Arms Corporation went out of business long before the game was released). Its short range, high power and fast rate of fire makes it a very underestimated weapon. It is one of the few weapons not to be mirrored in right-handed first person view.&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|The 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]], called the &amp;quot;K&amp;amp;M Submachine Gun&amp;quot; in-game, 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|400px|H&amp;amp;K MP5A3 with Navy trigger group - 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]], called the &amp;quot;K&amp;amp;M UMP45&amp;quot; in-game, 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|400px|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]], referred to in the game as &amp;quot;ES C90&amp;quot;, 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 an update).&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|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 / Carbines =&lt;br /&gt;
&lt;br /&gt;
== IMI Galil ARM ==&lt;br /&gt;
&lt;br /&gt;
The [[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;
== FAMAS F1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS|FAMAS F1]], called the &amp;quot;Clarion 5.56&amp;quot; in-game (&amp;quot;clarion&amp;quot; being a misspelling of &amp;quot;clairon&amp;quot;, which is French for &amp;quot;bugle&amp;quot; and a common nickname for the FAMAS among French troops), 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, its 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;
== AK-47 ==&lt;br /&gt;
&lt;br /&gt;
The [[AK-47]] appears as the &amp;quot;CV-47&amp;quot; in the game, and 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;
== M4A1 ==&lt;br /&gt;
&lt;br /&gt;
The [[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 552]], called the &amp;quot;Krieg 552&amp;quot;, 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]], called the &amp;quot;Bullpup&amp;quot; in the game, is a very powerful long range weapon similar to the Terrorist's [[SIG_SG_550#SIG_SG_552|SG 552]]. 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;
=Sniper Rifles=&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 model featured is the early model scout with gray stock and long-eye-relief scope.&lt;br /&gt;
&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 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;
== SIG SG 550 SR ==&lt;br /&gt;
&lt;br /&gt;
Apart from a bigger magazine and less power, the [[SIG SG 550 SR]], called Krieg 550 in the game, is pretty much the same as the Terrorist's G3SG/1. Features a scope and only available to Counter-Terrorists.&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-game.]]&lt;br /&gt;
&lt;br /&gt;
== Accuracy International Arctic Warfare Super Magnum ==&lt;br /&gt;
&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum|Accuracy International Arctic Warfare Super Magnum]], known in-game as the &amp;quot;Magnum Sniper Rifle&amp;quot;, 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. &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;
[[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 brake, unlike the one in the game.]]&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;
&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 G3SG/1]], called the &amp;quot;D3/AU-1&amp;quot; in-game. 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 CSS. Note the selector being set to safe. The reload animation is also rather janky; the player character appears to pull the charging handle back, reloads the weapon, then pushes the charging handle forwards, but throughout the entire process the charging handle does not move an inch.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
&lt;br /&gt;
The [[M249]] with out a stock (not a M249 Paratrooper), under its actual name, appears as a 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;
=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;
=Unusable Weapons=&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;
==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;
{{Counter-Strike Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Counter-Strike&amp;diff=1394579</id>
		<title>Talk:Counter-Strike</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Counter-Strike&amp;diff=1394579"/>
		<updated>2021-01-21T15:57:31Z</updated>

		<summary type="html">&lt;p&gt;Jaffaceksi: /* Left-handed animator */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Miscellaneous ==&lt;br /&gt;
===Badlands Bowie===&lt;br /&gt;
The 1.6 knife is based on the Badlands Bowie. This knife was apparently custom made for a competition and only one example exists.&lt;br /&gt;
&lt;br /&gt;
===SOG S37K SEAL Team Fixed 7&amp;quot;===&lt;br /&gt;
The 1.5 knife is based on SOG S37K SEAL Team Fixed 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Page overhaul ==&lt;br /&gt;
&lt;br /&gt;
I will try to fix the page up this week. As always any assistance is much appreciated.--[[User:Milkovich|Milkovich]] 17:30, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Almost done, only thing missing is the grenades section. I will leave any corrections up to the capable hands of you people for the time being. --[[User:Milkovich|Milkovich]] 19:10, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it feasible to merge this and the Condition zero pages? Both have same firearms.&lt;br /&gt;
&lt;br /&gt;
== Left-handed animator ==&lt;br /&gt;
&lt;br /&gt;
Is there actual proof of the claim that the weapons were animated with left-handed ejection ports and charging handles because of the animator doing the work for actually left-handed animations? It makes sense at first but the G3, MP5 and M249 would have their charging handles and ammo belt on the wrong side if this was to be the case. --[[User:Jaffaceksi|Jaffaceksi]] ([[User talk:Jaffaceksi|talk]]) 10:57, 21 January 2021 (EST)&lt;/div&gt;</summary>
		<author><name>Jaffaceksi</name></author>
	</entry>
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