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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lynxoid</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/Lynxoid"/>
	<updated>2026-05-28T16:11:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:Lynxoid&amp;diff=1289080</id>
		<title>User:Lynxoid</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:Lynxoid&amp;diff=1289080"/>
		<updated>2019-08-13T00:30:42Z</updated>

		<summary type="html">&lt;p&gt;Lynxoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;been lurking this site for ages, it took me a long time to make an account because it is so annoying to do.&lt;/div&gt;</summary>
		<author><name>Lynxoid</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:IMFDB_Info:_The_History_of_M16s_in_Film_and_Television&amp;diff=1289079</id>
		<title>Talk:IMFDB Info: The History of M16s in Film and Television</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:IMFDB_Info:_The_History_of_M16s_in_Film_and_Television&amp;diff=1289079"/>
		<updated>2019-08-13T00:29:27Z</updated>

		<summary type="html">&lt;p&gt;Lynxoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==M16A1s==&lt;br /&gt;
&lt;br /&gt;
The page says the following:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;So all Slab sided rifles are Colt. '''All correct A1 style rifles are probably going to be some other's manufacturer's gun.'''&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Is this really true?  I do realize that it would be easier and cheaper for most armories to buy civilian ARs and convert them to auto, but didn't some of them actually purchase large numbers of transferable LEO/mil-spec M16A1s in the 1970s and 80s?  The M4A1 used by Colin Farrell in ''[[S.W.A.T.]]'', for instance, was assembled on a transferable M16A1 lower, and if you look at the picture at LMO's site, it appears to have Colt markings.  So there must be at least ''some'' genuine Colt M16A1s circulating around the industry. -[[User:MT2008|MT2008]] 20:43, 14 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Right.  This page needs more refined wordsmithing.  All correct A1 style rifles that are not true M16A1s (i.e. all converted full auto rifles from semi auto rifles, WILL be other manufacturers.  Colt never made a correct A1 for civilian sales until they JUMPED to the A2 style of rifle).   But in the same page you quote from, I wrote that Full Auto M16A1s which were property marked U.S. Government were sold to Title II dealers and manufacturers or sold to Law Enforcement, who then later sold them to private individuals with Title II paperwork (All before May 1986 of course).  &lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;quote:  The only real M16A1s in movie armories were Law Enforcement Sales Models, which could be acquired if the Armory had a Title II sales or Manufacturing License with ATF.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
:The Army would not sell their old M16A1s, but Law Enforcement dealers or police departments or federal law enforcement agencies sold U.S. property marked M16A1 rifles all the time to Title II dealers who sold them to the general public (with Class III clearances of course).  I've seen US Property marked Full auto guns in the collections of gun enthusiasts who had their Class III Tax Stamp, etc. (always in gun free states, that are NOT like California).  [[User:MoviePropMaster2008|MoviePropMaster2008]] 23:48, 15 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah, OK, I missed that part you quoted.  Out of curiosity, do you know how many transferrable Colt M16A1s there are in the industry?  (I don't mean an exact number, but are they relatively common in circulation?)  Also, since you saw the ''[[Scarface]]'' M16A1 up close, was that a genuine Colt specimen? -[[User:MT2008|MT2008]] 15:48, 16 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Typo ==&lt;br /&gt;
In the Development of the M16A2 entry in the Movie Use section, it says ''remember Colt still insisted on continuing the slab sided lower receiver of the SP1''. Shouldn't it say ''slab-sided '''upper''' receiver''? [[User:Spartan198|Spartan198]] 11:41, 16 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No, MPM got it right.  The early Colt AR-15 A2s (the ones with the M16A2-style ''upper'' receivers) still had the exact same slab-side ''lower'' receiver as the AR-15 Sporter models.  My uncle's AR-15 A2, which he purchased brand-new in 1987, has a slab-side lower (no fencing around the magazine release button) but an A2 upper.  I believe that around 1989 or so, Colt did actually start offering AR-15 A2s with the correct mil-style lower and the fencing around the mag release, but then shortly after that, the anti-AW crusade began and Colt chickened out and discontinued the AR-15 A2, replacing it with the &amp;quot;politically correct&amp;quot; Match Target rifles.  So there wouldn't have been very many Colt AR-15 A2s with that style lower receiver available to civvies. -[[User:MT2008|MT2008]] 15:52, 16 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== We need more of these pages ==&lt;br /&gt;
&lt;br /&gt;
I think this is a good page that teaches readers about the history of a particular gun and its place in movie history. I think there should be a page on other popular weapons like the MP5 or the 1911. [[User:Excalibur01|Excalibur01]]&lt;br /&gt;
::don't discriminate AK...&lt;br /&gt;
&lt;br /&gt;
:::I agree, this page is really neat and we should definitely have ones for other weapons (AKs, H&amp;amp;Ks, and 1911s are a good place to start). -[[User:MT2008|MT2008]] 16:23, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::That's all fine and good, but it's one thing to declare that we need something, another to actually do it.  :) Glad to see you're volunteering! ;)  LOL! FYI  It took MONTHS for me to track down Colt records and articles about the M16 (and culling out the BS info of which there is PLENTY on the net).  It took MONTHS for me to track down specific examples of each firearm ... and photograph it.   The problem with foreign guns is that the majority of their appearances in American cinema can be predicted (Until we started importing foreign AKs in the 2000s or built them here with parts kits, all AKs were either Maadi ARMs or Chinese Norincos or Polytechs.  Foreign cinema is another matter).  HK is the same way.  There were FEW original guns imported into the US during the 1980s &amp;amp; 90s so armorers BUILT their HK guns from what was imported into the country.    &lt;br /&gt;
&lt;br /&gt;
::::This is still a work in progress.  There is still information I am trying to verify and examples I'm trying to photograph.  It is necessary work though.  When we can clearly lay out this information in a chronological timeline, then identifying weapons becomes less of a byzantine task.  :)  BTW, thanks.  The comments here show that people are actually reading the page and absorbing the info.  Again, I think IMFDB is the only place which HAS this type of info.  Don't know if I'm wrong or not, but I think we CAN be a great resource to make sure this info doesn't get lost to the ages. :)  [[User:MoviePropMaster2008|MoviePropMaster2008]] 20:17, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Haha, don't worry, I'm not ''demanding'' you do it.  I realize this page was a lot of work.  I could maybe start out the AK page, though.  There weren't very many types of semi-auto type AK firearms available in the U.S. during the 1980s (when the armories all bought/converted the same guns that they still use today).  There were the Finish Valmets, the Egyptian Maadis, the Chinese Norincos and Poly Techs, the Hungarian SA-85Ms, and the Yugo M70s imported by Mitchell Arms.  And the thing is, you've already photographed just about all of those types (except the SA-85M, but I used a picture of one on the page for ''44 Minutes'').  I think we could also make clear that the page refers specifically to the AK rifles that AMERICAN (and, to a lesser extent, Canadian, European, and Australian armorers) would have had in inventory.  Obviously, the movies filmed in Israel or South Africa were another matter entirely...but what do you think?  Should I try to make a preliminary version of the page? -[[User:MT2008|MT2008]] 20:51, 18 February 2010 (UTC)&lt;br /&gt;
I say go for it MT2008. Right now I am trying to gather information on Handheld Miniguns as there is alot of BS floating around about such systems and even though I would have to use screencaps for the images I can say that we could use alot of such pages.[[User:Rockwolf66|Rockwolf66]] 20:58, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I COULD try to test my researching abilities and hunt down info and records on the MP5. It's one of my favorite SMGs. [[User:Excalibur01|Excalibur01]]&lt;br /&gt;
&lt;br /&gt;
==Two more films for your history==&lt;br /&gt;
[[Image:Presanyl.jpg|200px|thumb|left|James Coburn vs The Phone Company]]&lt;br /&gt;
What a GREAT idea for a page!  For early uses of the film by year you may want to include 1965's (released Jan 1966) 'Agent for H.A.R.M' where they actually gave a credit to 'Weapons by Colt Firearms' (product placement?) and 1967's classic 'The President's Analyst'.&lt;br /&gt;
&lt;br /&gt;
Just our of curiosity do you know 1)Why none of the US military stocks and handguards were made out of GREEN plastic? and 2)What happened to all the CAR15's after Vietnam?  You'd think they'd be more practical to issue to the tankers and VTR people than the old M3A1 Grease Gun.[[User:Foofbun|Foofbun]] 05:02, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Submachine gun???==&lt;br /&gt;
&lt;br /&gt;
in the article. It says Colt Model 609 is a submachine gun as picture caption. This should be changed no? --[[User:Lynxoid|Lynxoid]] ([[User talk:Lynxoid|talk]]) 20:29, 12 August 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>Lynxoid</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Counter-Strike:_Global_Offensive&amp;diff=1289078</id>
		<title>Counter-Strike: Global Offensive</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Counter-Strike:_Global_Offensive&amp;diff=1289078"/>
		<updated>2019-08-13T00:19:21Z</updated>

		<summary type="html">&lt;p&gt;Lynxoid: Changed AKM to AKMN to take into account the side rail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Counter-Strike: Global Offensive&lt;br /&gt;
|picture = Counter Strike Global Offensive Box Art.jpg&lt;br /&gt;
|caption =  ''Official Box Art''&lt;br /&gt;
|series= [[Counter Strike (disambiguation)|Counter-Strike]]&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Valve Corporation&amp;lt;br&amp;gt;Hidden Path Entertainment&lt;br /&gt;
|platforms=Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
Mac OS X&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 3&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox 360&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher= Valve Corporation&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Strike: Global Offensive''''' (also known as ''CS:GO'') is the latest installment of the ''Counter-Strike'' series, released in 2012. The game was developed by Valve Software and Hidden Path Entertainment for the PC, Xbox 360, PlayStation 3 and Mac OS X. The ''Counter-Strike'' series's classic multiplayer gameplay had its first notable changes in CSGO with the addition of fully-fledged new weapons.&lt;br /&gt;
&lt;br /&gt;
Unlike previous ''Counter-Strike'' games, all weapons are no longer mirrored when using right-handed view, though they can be mirrored for left-handed view if the player desires.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in Counter-Strike: Global Offensive:'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2000==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2000]], known in-game simply as the &amp;quot;P2000&amp;quot;, is the default starting pistol for Counter-Terrorists; it was originally the only starting CT pistol, but the August 14, 2013 patch re-added the [[USP]] as an alternate option. With a correct 13-round magazine capacity, a decent fire-rate, manageable recoil, and workable damage, the P2000 is serviceable early on, but loses effectiveness in later rounds due to its poor performance against armor. It costs $200, though its status as a default starting pistol renders this a bit of a moot point.&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the weapon in-game is modeled after (and marked as) the 9x19mm Parabellum-chambered variant, but the game's files instead code it to use .357 SIG; since ''Global Offensive'', unlike prior ''CS'' titles, doesn't require players to buy ammo or allow sharing of reserves between primaries and secondaries, this isn't visible in any way in-game.&lt;br /&gt;
[[File:P2000_9.jpg|thumb|none|350px|Heckler &amp;amp; Koch P2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO P2000 Inspection.jpg|thumb|none|600px|Examining the P2000's model in the inventory model viewer.]]&lt;br /&gt;
[[File:CSGO P2000 Drawing.jpg|thumb|none|600px|On a lovely day in the Venetian canals of, well, de_canals, a counter-terrorist draws his P2000.]]&lt;br /&gt;
[[File:CSGO P2000.jpg|thumb|none|600px|He then pauses for a moment to admire the loosely-scattered wooden boat-tying posts that form the map's completely impenetrable outer boundary...]]&lt;br /&gt;
[[File:CSGO P2000 Left.jpg|thumb|none|600px|...before switching his admiration to the left side of the pistol. Note that the &amp;quot;HK&amp;quot; logo on the grip has been replaced with a stylized &amp;quot;P&amp;quot;.]]&lt;br /&gt;
[[File:CSGO P2000 Right.jpg|thumb|none|600px|The P2000's opposite side, which looks about the same as the left. Including the operator's complete lack of trigger discipline.]]&lt;br /&gt;
[[File:CSGO P2000 Firing.jpg|thumb|none|600px|Taking some potshots at passing fish.]]&lt;br /&gt;
[[File:CSGO P2000 Ejecting.jpg|thumb|none|600px|Dumping out an empty magazine...]]&lt;br /&gt;
[[File:CSGO P2000 Reloading.jpg|thumb|none|600px|...inserting a new one...]]&lt;br /&gt;
[[File:CSGO P2000 Racking.jpg|thumb|none|600px|...and giving the for-some-reason-not-locked-back slide a solid yank. This same routine is used by several of the game's other handguns.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26/17 Hybrid==&lt;br /&gt;
A hybrid of [[Glock]] pistols, based largely on a [[Glock 26]] frame, but with the full-length slide (and corresponding full-length slide rails) of a [[Glock 17]], appears as the &amp;quot;[[Glock 18|Glock-18]]&amp;quot; (which, given its lack of a selector switch, is rather wide of the mark); given these features, it appears to be a reworked version of the Glock seen in ''[[Left 4 Dead 2]]''. It serves as the Terrorists' default sidearm, featuring both semi-auto and incorrect 3-round burst firemodes, a somewhat absurd 20-round capacity, a largely-irrelevant $200 price tag (since one is given to the player at the start of any round wherein they don't have another sidearm), a decent fire rate (400 RPM max in semi-auto, or 1,200 RPM in bursts with noticeable delays in between), low weight, and manageable recoil, at the cost of somewhat low damage per shot, low accuracy, and downright abysmal performance against armor, making it a poor choice for later rounds. Inspecting the Glock also shows that its magazine release is not modeled.&lt;br /&gt;
[[File:Glock 26.jpg‎|thumb|none|350px|Glock 26 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO Glock Inspection.jpg|thumb|none|600px|Stick 'em together, and you wind up with this. You also apparently wind up with several years' worth of heavy use retroactively applied to it, if the scratches and wear marks are any indication.]]&lt;br /&gt;
[[File:CSGO Glock Drawing.jpg|thumb|none|600px|Thanks to some, shall we say, ''nonstandard'' applications of the developer console, a Terrorist finds himself standing in the Flying Scoutsman-exclusive map ar_dizzy with a freshly-acquired Glock, and gives its slide a rack on the draw to make sure it's real.]]&lt;br /&gt;
[[File:CSGO Glock.jpg|thumb|none|600px|Pausing for a moment, he soon sees that he's standing on a bundle of I-beams suspended by a tower crane, and begins to realize where the map got its name from.]]&lt;br /&gt;
[[File:CSGO Glock Left.jpg|thumb|none|600px|Trying to shift his focus away from his current predicament while waiting for someone to help get him down, the terrorist takes a look at his Glock. The markings on the slide read &amp;quot;18&amp;quot;, &amp;quot;AUSTRIA&amp;quot;, and &amp;quot;9x19&amp;quot;; while it'd make sense for the Glock logo to be absent (i.e. for copyright reasons), this doesn't quite line up with the company name being directly applied to the pistol in-game.]]&lt;br /&gt;
[[File:CSGO Glock Right.jpg|thumb|none|600px|The right side, which is totally devoid of any markings. Note the rounded end of the slide, another holdover from ''L4D2''; interestingly, Glock would soon offer round-ended slides rather like this one on their 5th Generation pistols, 5 years after the release of ''Global Offensive'', and eight years after this model's actual creation.]]&lt;br /&gt;
[[File:CSGO Glock Firing.jpg|thumb|none|600px|Giving up on any chance of rescue, the terrorist makes a vain attempt to end it all, before belatedly realizing that the cables holding this bundle of beams up aren't actually solid or shootable.]]&lt;br /&gt;
[[File:CSGO Glock Burst.jpg|thumb|none|600px|He then vents some of his anger with a 3-round burst, directed at the cruel being that's keeping him in this unending prison. Due to the way that ''CSGO'''s recoil mechanics work, the rather substantial delay between bursts, and the Glock's somewhat poor damage (''especially'' against armored enemies), the burst function serves little practical purpose, and is rarely used in-game.]]&lt;br /&gt;
[[File:CSGO Glock Ejecting.jpg|thumb|none|600px|Dumping out an empty magazine with a visibly-animated push of a visibly-nonexistent mag release button.]]&lt;br /&gt;
[[File:CSGO Glock Reloading.jpg|thumb|none|600px|Sliding in a new one. Even if the magazine contained any actual ammunition, there's no way short of reality-bending that it could fit 20 rounds of 9x19.]]&lt;br /&gt;
[[File:CSGO Glock Racking.jpg|thumb|none|600px|Racking the for-some-reason-not-locked-back slide, and getting back to pondering different methods of escape.]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P250 Compact ==&lt;br /&gt;
Replacing the [[SIG-Sauer P228]] from prior titles, the early model of the [[SIG-Sauer P250#SIG P250 Compact|SIG-Sauer P250 Compact]] (though technically the current model at the time of the game's release) can be purchased by both teams, costing $500. It holds 13 rounds, and has slightly better damage and armor penetration stats than the default pistols, though it only has 2 spare magazines in reserve, and has slightly worse accuracy and stronger recoil than either team's default choices. It is coded to use .357 SIG ammunition, though the P250 Compact isn't available in this caliber, and the cases that the weapon ejects are straight-walled (unlike the .357 SIG round's bottlenecked cases), suggesting that it's chambered in .40 S&amp;amp;W; as mentioned before, since ammo can no longer be purchased, this inaccuracy isn't visible during gameplay.&lt;br /&gt;
[[File:EarlyP250Compact .jpg|thumb|none|350px|Early Model SIG-Sauer P250 Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:CSGO P250 Inspection.jpg|thumb|none|600px|The P250 Compact in the game's model viewer. One of the game's less beaten-up weapons, all things considered.]]&lt;br /&gt;
[[File:CSGO P250.jpg|thumb|none|600px|A terrorist holding a P250 on cs_office, awaiting the arrival of the dreaded Alphabet Boys. The hammer used to be cocked at all times, though this was later updated to correctly reflect the P250's DAO behavior.]]&lt;br /&gt;
[[File:CSGO P250 Left.jpg|thumb|none|600px|Inspecting the pistol; note the deep-cut dust cover, checkering on the front and back of the grip, round-edged thumb relief cuts, and smooth magazine grasping cutouts in the magazine well, all of which peg this as an early model.]]&lt;br /&gt;
[[File:CSGO P250 Right.jpg|thumb|none|600px|Which makes sense, since there was no later model back in 2012.]]&lt;br /&gt;
[[File:CSGO P250 Firing.jpg|thumb|none|600px|Shooting at a computer out of boredom; note the straight-walled casing, at odds with the game files' claim that the weapon uses .357 SIG.]]&lt;br /&gt;
[[File:CSGO P250 Reloading.jpg|thumb|none|600px|Swapping one empty magazine for another...]]&lt;br /&gt;
[[File:CSGO P250 Racking.jpg|thumb|none|600px|...and then racking the slide.]]&lt;br /&gt;
[[File:CSGO P250 Drawing.jpg|thumb|none|600px|Practicing some quickdraws, somehow not ejecting another round each time the slide is racked.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 327 R8 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] was added with the 2015 Winter Update, named the &amp;quot;R8 Revolver&amp;quot;; it can be selected as an alternative to the Desert Eagle for either team, and costs $600. It can be fired in either double-action or single-action mode with rather unrealistic properties, the latter being much faster than the former but also less accurate, as the weapon has an incredibly long trigger pull in double-action (it takes .42 seconds to fire), and the hammer is fanned in single-action. It was also, prior to being patched, insanely powerful for a .357 Magnum revolver, capable of one-shot kills to anywhere on the body at up to ludicrous ranges, something that the .50AE Desert Eagle is incapable of - even stranger is that the game files claim the R8 is firing the same rounds as the Desert Eagle.  The weapon has since been patched such that its base damage has been lowered (115 -&amp;gt; 75).&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center R8 - .357 Magnum]]&lt;br /&gt;
[[File:CSGO R8 Inspection.jpg|thumb|none|600px|Inspecting the R8's model.]]&lt;br /&gt;
[[File:CSGO-R8Spin.jpg|thumb|none|600px|The R8 has two draw animations; the most common one has the player character, as natural for a video game revolver, spinning the weapon around his trigger finger before flicking the cylinder closed.]]&lt;br /&gt;
[[File:CSGO-R8.jpg|thumb|none|600px|Holding the R8.]]&lt;br /&gt;
[[File:CSGO-R8Primary.jpg|thumb|none|600px|Primary fire has the character operate his R8 in double action, requiring the player to hold the mouse button down. The hammer cocks back and cylinder rotates before firing; this allows for greater accuracy than normal, in return for slowing the player down while the hammer is pulled back.]]&lt;br /&gt;
[[File:CSGO-R8Secondary.jpg|thumb|none|600px|Secondary fire has the character rapidly cock and shoot his R8, with decreased accuracy and still firing slower than the Desert Eagle can manage. Note that the hammer has yet to strike the firing pin, yet the weapon is already in full recoil.]]&lt;br /&gt;
[[File:CSGO-R8Idle.jpg|thumb|none|600px|Inspection, again befitting a revolver in a video game, has the player twirl it once, admire the left then right sides, before twirling it again. Note the rail riser on the underbarrel rail, which might as well be a laser aiming module that has no gameplay effects.]]&lt;br /&gt;
[[File:CSGO-R8Reload.jpg|thumb|none|600px|Reloading has the character correctly operate the extractor to dump the never fired rounds. Despite everything else, at this point he actually uses a speedloader to load new rounds and then pushes the cylinder back into place with his off hand.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
A [[FN Five-seveN USG]] with adjustable target sights (no longer in production, though it was the current model when the game was released) is featured in-game, known as the &amp;quot;Five-SeveN&amp;quot;. It doesn't do much damage, and its accuracy when firing rapidly is rather poor; however, it is quite accurate when firing individual shots or short bursts, not to mention its second-best-in-class capacity (an appropriate 20 rounds) and high effectiveness against armor, all for just $500. Prior to January 23, 2013, the Five-seveN was usable by both teams, but the patch made it once again a CT exclusive. While its damage is still nothing to write home about, the Five-seveN in ''GO'' is noticeably more powerful than its past incarnations; it can even score one-shot headshot kills against helmeted enemies at close range, as opposed to the Five-seveN in prior ''[[Counter-Strike]]'' games, which couldn't even one-shot unhelmeted enemies point-blank.&lt;br /&gt;
[[File:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN USG - 5.7x28mm]]&lt;br /&gt;
[[File:CSGO 57 Inspection.jpg|thumb|none|600px|The FN Five-seveN in the inventory model viewer. One of the less worn weapons in ''Global Offensive'', all things considered.]]&lt;br /&gt;
[[File:CSGO 57 Drawing.jpg|thumb|none|600px|While enjoying some private time in one of de_safehouse's bathrooms, a SWAT operative hears a noise, and draws his Five-seveN.]]&lt;br /&gt;
[[File:CSGO 57.jpg|thumb|none|600px|Panicked and cornered, he holds his pistol on the door. You can't exactly see it in a still image, but trust me, he's trembling right now.]]&lt;br /&gt;
[[File:CSGO 57 Left.jpg|thumb|none|600px|Figuring that it was just his imagination, the SWAT operative relaxes, and admires his Five-seveN.]]&lt;br /&gt;
[[File:CSGO 57 Right.jpg|thumb|none|600px|Or maybe just pretends to be a gangsta.]]&lt;br /&gt;
[[File:CSGO 57 Firing.jpg|thumb|none|600px|Hearing another, significantly closer noise, the operative fires blindly through the door at &amp;lt;s&amp;gt;an old issue of ''Birds and Blooms'' falling off of the toilet behind him&amp;lt;/s&amp;gt; an invisible, unknowable threat. Note the hole; wooden doors in ''CS:GO'' can be gradually totally destroyed by gunfire, melee attacks, explosions, and fire. The ejected cases are also incorrectly straight-walled; the 5.7x28mm round used by the Five-seveN is long, narrow, and bottlenecked.]]&lt;br /&gt;
[[File:CSGO 57 Ejecting.jpg|thumb|none|600px|Realizing that he's going to need a full mag to deal with the inevitable onslaught of jokes from his peers that he'll catch for this, the now egg-faced SWAT member dumps out an old empty magazine...]]&lt;br /&gt;
[[File:CSGO 57 Reloading.jpg|thumb|none|600px|...shoves in a new empty magazine...]]&lt;br /&gt;
[[File:CSGO 57 Racking.jpg|thumb|none|600px|...and racks the slide.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
An [[IMI Desert Eagle Mark XIX]] is included in ''CS:GO'', known simply as the &amp;quot;Desert Eagle&amp;quot;. As in prior titles, it serves as the most powerful and accurate sidearm available, but with a low capacity (7 rounds, correct for the non-fluted .50 AE variant of the pistol), heavy recoil, rather substantial weight (i.e. movement speed penalty), and the highest price of any pistol in the game, at $700. Like the [[Glock]], its model is a modified version of the one from ''[[Left 4 Dead 2]]''; it initially also used the same texture (a dusty, worn look), though the Arms Deal update gave it a cleaner chrome finish.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:CSGO Deagle Inspection.jpg|thumb|none|600px|The Desert Eagle in the inventory model viewer; this is one of the few weapons in the game with non-obfuscated trademarks.]]&lt;br /&gt;
[[File:CSGO Deagle Drawing.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', an FBI SWAT operative draws his Desert Eagle. Like prior games, the draw animation is a flashy spin, an animation which causes some blink-and-you'll-miss-it clipping between the gun and the user's hand, as seen here.]]&lt;br /&gt;
[[File:CSGO Deagle.jpg|thumb|none|600px|The Desert Eagle's standard idle pose, which shows off the curiously flat-black firing pin.]]&lt;br /&gt;
[[File:CSGO Deagle Right.jpg|thumb|none|600px|The standard inspection animation is another flashy affair, starting with a spin to show off the right side. Note the black dot at the front of the trigger guard, the black line above the player character's right hand, and the mirror-written slide markings; these are all by-products of the weapon's texture being mirrored along its centerline.]]&lt;br /&gt;
[[File:CSGO Deagle Left.jpg|thumb|none|600px|This is followed by another spin to view the better-textured left side. Note the underbarrel rail (a feature which wasn't available at the time of ''CS:GO'''s release, though IMI would later make it a factory option); in ''L4D2'', this was used to mount a flashlight, though the only purpose it serves here is to mount a &amp;quot;StatTrak&amp;quot; (digital kill-counter) module to some skinned versions.]]&lt;br /&gt;
[[File:CSGO Deagle Sideways.jpg|thumb|none|600px|Interestingly, the Desert Eagle (or &amp;quot;Deagle&amp;quot;, as many players like to call it) later received a secondary inspection animation; this consists simply of a whole bunch of spinning, first forwards, then backwards, then sideways (as seen here), then backwards again, before finally being returned to a standstill.]]&lt;br /&gt;
[[File:CSGO Deagle Spinning.jpg|thumb|none|600px|As evidenced by the missing textures on the bottom of the slide, the pistol clearly wasn't designed with this amount of twirling in mind.]]&lt;br /&gt;
[[File:CSGO Deagle Firing.jpg|thumb|none|600px|Finally ceasing his gun-spinning antics, the FBI operative decides to practice his &amp;quot;One-Deag&amp;quot; skills on the windows of de_lake's house. The pistol jumps rather sharply when fired, though apparently nobody has bothered to notify the muzzle flash of this fact.]]&lt;br /&gt;
[[File:CSGO Deagle Locking.jpg|thumb|none|600px|Like the dual-wielded [[Beretta M9A1]]s, the Desert Eagle has a special firing animation for the last round in the magazine (wherein the slide stays open instead of returning to battery...]]&lt;br /&gt;
[[File:CSGO Deagle Reloading.jpg|thumb|none|600px|...though, considering how the pistol automatically starts a fixed reload animation wherein the slide goes forward and the hammer decocks itself for some reason, it's not particularly clear why. This shot also shows off the complete lack of actual ammunition in the supposedly-full new magazine.]]&lt;br /&gt;
[[File:CSGO Deagle Racking.jpg|thumb|none|600px|Concluding the reload animation with a dramatic rack of the slide, the inside of which also appears to be missing some textures.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
Dual [[Beretta M9A1]] Inox handguns with wood grips, referred to as &amp;quot;Dual Berettas&amp;quot;, are a buyable sidearm choice, replacing the dual-wielded [[Beretta 92G Elite II]]s from prior titles; unlike said titles, they are now available to both sides, rather than being exclusive to the Terrorists.. Surprisingly cheap for a pair of handguns (only $400 in total, which makes each gun the same price as each side's starting pistols), the Dual Berettas offer decent damage, low recoil, a relatively high rate of fire, and the best magazine capacity of any sidearm in the game (for obvious reasons), at the cost of poor armor penetration, low damage at range, and poor accuracy and reload speed (again, for obvious reasons).&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1- 9x19mm Parabellum. The pistols seen in-game are Inox models with wood grips, but are otherwise the same as seen here.]]&lt;br /&gt;
[[File:Beretta 92FS Inox wood grips.jpg|thumb|none|350px|Beretta 92FS Inox with wood grips (US made gun with black controls), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO M9A1 Inspection.jpg|thumb|none|600px|The Berettas' collective model in the viewer. At full size, the slide markings can be read; in spite of the appropriate name, they read &amp;quot;PIETA BARDOTTA&amp;quot; instead of &amp;quot;PIETRO BERETTA&amp;quot;. Next to this is &amp;quot;GORDON F&amp;quot; instead of &amp;quot;GARDONE V.T.&amp;quot;, a rather obvious allusion to the ''[[Half-Life]]'' series.]]&lt;br /&gt;
[[File:CSGO M9A1 Drawing.jpg|thumb|none|600px|Rounding a corner on cs_italy, a separatist draws his pistols, preparing for a spectacular [[John Woo]]-esque shootout...]]&lt;br /&gt;
[[File:CSGO M9A1.jpg|thumb|none|600px|...only to find absolutely nobody. Note that, despite the draw animation being focused entirely around cocking the pistols' hammers (the only slide-possessing sidearm other than the [[Desert Eagle]] to not be racked when drawn), their hammers aren't actually fully cocked; this is approximately the half-cock position.]]&lt;br /&gt;
[[File:CSGO M9A1 Outside.jpg|thumb|none|600px|Inspecting the pistols is a rather involved affair: it starts out with a look at the left side of the left gun and the right side of the right one...]]&lt;br /&gt;
[[File:CSGO M9A1 Inside.jpg|thumb|none|600px|...then the right side of the left and the left side of the right...]]&lt;br /&gt;
[[File:CSGO M9A1 Tap.jpg|thumb|none|600px|...followed by a quick pair of muzzle-to-muzzle kisses...]]&lt;br /&gt;
[[File:CSGO M9A1 Spinning.jpg|thumb|none|600px|...and, finally, a satisfying twirl. Perhaps a nod to the flashy animations of the Dual Elites [[Counter-Strike#Beretta 92G Elite II|from]] [[Counter-Strike: Condition Zero#Beretta 92G Elite II|earlier]] [[Counter-Strike: Source#Beretta 92G Elite II|games]].]]&lt;br /&gt;
[[File:CSGO M9A1 Firing.jpg|thumb|none|600px|Firing off some rounds at a wall. Note that the pistols are actually animated independently of each other; here, the left one's slide is returning to battery, while the right one's slide is just beginning to open.]]&lt;br /&gt;
[[File:CSGO M9A1 Locked.jpg|thumb|none|600px|Interestingly, if only one round remains in the pistols' magazines, the left one will lock open (since it always fires first), as seen here. Meanwhile, a conveniently-placed chicken conspires to make this whole ordeal look substantially more questionable.]]&lt;br /&gt;
[[File:CSGO M9A1 Reloading Left.jpg|thumb|none|600px|Not that this stops them both from locking open the instant a reload starts, regardless of how many rounds remained in either pistol prior. And equally regardless of the fact that the left pistol's magazine is empty.]]&lt;br /&gt;
[[File:CSGO M9A1 Reloading Right.jpg|thumb|none|600px|Reloading the right gun, which prompts the separatist to put 2 fingers in its trigger guard, behind the trigger. A valiant attempt has been made to make this magazine look loaded, but a still shot like this gives away the fact that the round at the top is just a texture.]]&lt;br /&gt;
[[File:CSGO M9A1 Releasing.jpg|thumb|none|600px|The routine concludes with the releasing of both slides, a process which apparently doesn't require the use of either pistol's slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec TEC-9]] is one of ''Global Offensive'''s new sidearms, serving as the Terrorists' counterpart to the CTs' [[FN Five-seveN]]; unlike its depictions in most media, the TEC-9 in ''CS:GO'' is correctly shown as semi-auto. Costing $500, it holds 18 rounds in the magazine (not a normal capacity for the TEC-9; the closest one could get would be a 20-rounder deliberately underloaded with 18 rounds, though the in-game model is a 32-rounder). The weapon originally boasted a very generous 32 round capacity, low recoil, and high accuracy when moving, making the weapon perfect for spamming; it was later rebalanced to reward accuracy, with surprisingly good first-shot accuracy, rather bouncy recoil, the ability to kill helmeted enemies in a single headshot, and the aforementioned capacity alteration.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO TEC-9 Inspection.jpg|thumb|none|600px|Inspecting the TEC-9's (or, as it's known in game, the &amp;quot;Tec-9&amp;quot;'s) model. Note that the markings denote it as being made by &amp;quot;INFRATOC&amp;quot;; it's not exactly clear why, since Intratec went out of business in 2001.]]&lt;br /&gt;
[[File:CSGO TEC-9 Drawing.jpg|thumb|none|600px|Upon seeing a suspicious van, a local street ruffian on de_stmarc draws his TEC-9 with a quick pull of the bolt. Or rather, a pull of the bolt handle; the actual bolt itself apparently hasn't gotten on board with the idea.]]&lt;br /&gt;
[[File:CSGO TEC-9.jpg|thumb|none|600px|Realizing that the van can't be going about a drive-by because it isn't driving, the guttersnipe relaxes...]]&lt;br /&gt;
[[File:CSGO TEC-9 Firing.jpg|thumb|none|600px|...before then realizing that there could still be rival gangsters in the van, and letting his paranoia get the better of him.]]&lt;br /&gt;
[[File:CSGO TEC-9 Removing.jpg|thumb|none|600px|Satisfied with his 12-shot handiwork, the street urchin reloads. Note that the magazine release is correctly pushed; it even moves forward as it's pushed.]]&lt;br /&gt;
[[File:CSGO TEC-9 Reloading.jpg|thumb|none|600px|Unfortunately, not all is well, as the fresh magazine is still empty. Early on, a bug made the entire portion of the mag normally hidden by the magazine well flat black, though this was later fixed.]]&lt;br /&gt;
[[File:CSGO TEC-9 Charging.jpg|thumb|none|600px|Finishing off the reload with a sharp yank of the charging handle; once again, the bolt isn't being particularly cooperative.]]&lt;br /&gt;
[[File:CSGO TEC-9 Right.jpg|thumb|none|600px|Growing restless, the scapegrace examines the insolent bolt. The bolt responds by pointing out the inherent hypocrisy in a hoodlum such as himself making such an accusation.]]&lt;br /&gt;
[[File:CSGO TEC-9 Left.jpg|thumb|none|600px|Lacking a proper response, the delinquent sulks, flipping the bolt away from himself to look at the equally-illegitimate markings.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP Tactical]] was added in the August 14, 2013 patch as the &amp;quot;USP-S&amp;quot;, and is an optional replacement for the [[Heckler &amp;amp; Koch P2000|P2000]], being a successor to the suppressed USP from previous ''CS'' games (upon its initial introduction, it even re-used ''[[Counter Strike: Source|CS:S]]'''s USP's sounds). Compared to the P2000, the USP has one less round per magazine (12 instead of 13) and only 2 magazines in reserve, but is more accurate, and comes with the obvious benefits of using a suppressor; beyond these attributes, the two pistols are nearly identical (including damage and armor penetration, despite the rather significant caliber difference between the two). Using the alternate fire key will remove or attach the suppressor; there is little point to doing this, since unlike previous titles the suppressor doesn't decrease the weapon's damage, and removing it increases recoil and decreases accuracy, making it directly inferior to the P2000.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:CSGO USP Inspection.jpg|thumb|none|600px|Inspecting the USP Tactical's model.]]&lt;br /&gt;
[[File:CSGO USP Drawing.jpg|thumb|none|600px|Looking out over a rather battle-scarred baggage sorting area, a concerned GSG-9 operative draws his USP; the rather obvious lack of a chambered round probably doesn't help ease his nerves.]]&lt;br /&gt;
[[File:CSGO USP.jpg|thumb|none|600px|Idling with the pistol; note the strangely thin, tall front sight blade and near-nonexistent rear sigh notch. Also note that the hammer is never cocked in first-person, despite both the third-person model and the HUD icon correctly showing it cocked. Well, it's not like it's the only inconsistency in this section...]]&lt;br /&gt;
[[File:CSGO USP Left.jpg|thumb|none|600px|Growing bored, the operative examines his USP Tactical; for absolutely no discernible reason, the marking beneath the ejection port (visible at full size) reads &amp;quot;CAL. 223&amp;quot;.]]&lt;br /&gt;
[[File:CSGO USP Right.jpg|thumb|none|600px|The opposite side, fortunately enough, lacks any such impossible markings.]]&lt;br /&gt;
[[File:CSGO USP Firing.jpg|thumb|none|600px|Putting a couple of rounds into what is most likely a very important, expensive piece of machinery.]]&lt;br /&gt;
[[File:CSGO USP Reloading.jpg|thumb|none|600px|Swapping out magazines (none of which contain any ammunition)...]]&lt;br /&gt;
[[File:CSGO USP Racking.jpg|thumb|none|600px|...and racking the slide.]]&lt;br /&gt;
[[File:CSGO USP Removing.jpg|thumb|none|600px|Unscrewing the suppressor; this is generally not something you should do with your finger on the trigger. The model initially lacked the protruding, threaded barrel, though this error was later fixed, as seen here.]]&lt;br /&gt;
[[File:CSGO USP Unsuppressed.jpg|thumb|none|600px|Firing the USP without its suppressor, creating substantially more flash and smoke in the process.]]&lt;br /&gt;
[[FIle:CSGO Stocking.jpg|thumb|none|600px|And now, for something completely different, we take a trip to cs_militia, which contains a house with a fireplace with stockings above it, the middle one of which contains an unusable USP Tactical as well. Said USP has the top-tier &amp;quot;Neo-Noir&amp;quot; optional skin, and in good condition to boot. If that's what's in the stockings, then I can't wait to see what's under the tree.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] was added in a patch in February 2014. It is a full-auto machine pistol that optionally replaces the Five-seveN for the Counter-Terrorists or the TEC-9 for the Terrorists. It holds 12 rounds (lower than the real weapon's 16 - it started out correct, but was lowered for balance) with only a single spare magazine, being intended as a &amp;quot;high risk, high reward&amp;quot; weapon. Notably, its draw animation shows the character attaching the magazine to the underside before cocking it (this was done to extend the draw for balancing reasons). It's also the only weapon other than the [[Accuracy International Arctic Warfare|AW]] to get a lower reward for killing enemies, at only $100 per kill - rather low, though it's at least in line with the weapon's $500 price tag. It fires at a more controllable 600 RPM instead of the real life 1,000 RPM.&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO CZ-75 Inspection.jpg|thumb|none|600px|Inspecting the CZ-75 Auto's model.]]&lt;br /&gt;
[[File:CSGO CZ-75 Attaching.jpg|thumb|none|600px|Drawing the CZ-75, by first attaching the foregrip-magazine...]]&lt;br /&gt;
[[File:CSGO CZ-75 Drawing.jpg|thumb|none|600px|...then racking the slide.]]&lt;br /&gt;
[[File:CSGO CZ-75.jpg|thumb|none|600px|A GSG9 operative with a CZ-75 Auto, looking over de_overpass's Bombsite B. The graffiti on the side of the building commemorates a moment in a professional match where player &amp;quot;olofmeister&amp;quot; successfully defused a bomb a fraction of a second before dying in a fire.]]&lt;br /&gt;
[[File:CSGO CZ-75 Left.jpg|thumb|none|600px|Examining the machine pistol's left side. The markings read &amp;quot;CZ 75 AUTOMATIC CAL 9MM LUGER&amp;quot; on the slide, and &amp;quot;MADE IN CZECH REPUBLIC&amp;quot; on the frame.]]&lt;br /&gt;
[[File:CSGO CZ-75 Right.jpg|thumb|none|600px|The other side gives a fair bit less information.]]&lt;br /&gt;
[[File:CSGO CZ-75 Firing.jpg|thumb|none|600px|Dumping out some rounds. Even with the reduced rate of fire, its 12 rounds don't last very long.]]&lt;br /&gt;
[[File:CSGO CZ-75 Ejecting.jpg|thumb|none|600px|The rather involved primary reload animation, which starts with a unique magazine drop...]]&lt;br /&gt;
[[File:CSGO CZ-75 Removing.jpg|thumb|none|600px|...followed by the removal of the front magazine...]]&lt;br /&gt;
[[File:CSGO CZ-75 Loading.jpg|thumb|none|600px|...and the insertion of the aforementioned mag, modeled rounds and all.]]&lt;br /&gt;
[[File:CSGO CZ-75 Reloading.jpg|thumb|none|600px|The secondary animation, on the other hand, doesn't have these rounds, and is a slowed-down version of the P250/Glock/P2000/Five-SeveN routine. This animation didn't exist prior to a certain patch, so reloading early would make an extra magazine spontaneously pop into existence on the front of the frame.]]&lt;br /&gt;
[[File:CSGO CZ-75 Racking.jpg|thumb|none|600px|Both animations end with a rather overly enthusiastic racking of the slide.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
Unlike previous games, most submachine guns will award bonus money upon killing enemies (2x the reward for all of them except the P90).&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
A [[MAC-10]] is featured in-game, another gun returning from prior titles. The model is from ''[[Left 4 Dead 2]]'' (sans suppressor with zip-tied flashlight). The MAC-10's advantages are its high firing rate and subsequent close-range damage, light weight, and low price (a mere $1,050, the lowest of any primary weapon in the game - so low, in fact, that it can be bought in the pistol round in Competitive mode, as long as the prospective buyer gets a kill within the first 30 seconds of the round, without buying anything else), while sacrificing effective range, accuracy, and armor penetration.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[File:CSGO MAC-10 Inspection.jpg|thumb|none|600px|Inspecting the MAC-10's model. &amp;quot;A box that bullets come out of&amp;quot; seems apt, if a bit harsh. Not as harsh as the treatment that this gun's clearly been through, though.]]&lt;br /&gt;
[[File:CSGO MAC-10 Drawing.jpg|thumb|none|600px|A terrorist drawing the MAC-10 on the map de_ruby (set in Portugal), the weapon apparently decocking itself every time it's put away. As a note of trivia, this map was added on April 25th, 2019, a major Portuguese holiday; the distinctive bridge just outside the map is based on the actual 25 de Abril Bridge between Lisbon and Almada in Portugal.]]&lt;br /&gt;
[[File:CSGO MAC-10.jpg|thumb|none|600px|Idling with the MAC. Unlike the characters in ''Left 4 Dead 2'' (and in some previous ''CS'' titles), ''CS:GO'''s characters actually use the makeshift front strap/foregrip.]]&lt;br /&gt;
[[File:CSGO MAC-10 Left.jpg|thumb|none|600px|Examining the MAC-10; also unlike ''L4D2'', the front strap actually responds to gravity, instead of staying perfectly perpendicular to the barrel at all times.]]&lt;br /&gt;
[[File:CSGO MAC-10 Right.jpg|thumb|none|600px|The other side, which shows off a round visible through the ejection port (correct, as this is an open-bolt submachine gun, though the round is still present when the gun runs empty); it being steel-cased could contribute to the low price, while it being hollow-pointed could at least partly explain the gun's abysmal performance against armor. Also note the darkened outline of a fire selector and backwards &amp;quot;FULL&amp;quot; marking, showing that the lower receiver's texture is apparently mirrored at its midpoint.]]&lt;br /&gt;
[[File:CSGO MAC-10 Firing.jpg|thumb|none|600px|Spraying away at the beautiful cityscape ahead. Perhaps out of anger at the map's colossal file size.]]&lt;br /&gt;
[[File:CSGO MAC-10 Reloading.jpg|thumb|none|600px|30 wasted rounds of cheap .45 ammo later, the terrorist swaps magazines...]]&lt;br /&gt;
[[File:CSGO MAC-10 Cocking.jpg|thumb|none|600px|...and locks back the bolt. Regardless of whether or not the mag was emptied beforehand, the bolt will lock forward upon reloading, seemingly solely to allow this.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9]] is one of the available submachine guns in-game, replacing the previous games' [[Steyr TMP]], as a cheap ($1,250), fast-firing (857 RPM), lightweight SMG for Counter-Terrorists that's good for run-and-gun, spray-and-pray tactics in early rounds, but loses effectiveness later on with the proliferation of armor and rifles. Unlike the TMP, however, the MP9 does not come with a suppressor, and instead behaves simply as the CT equivalent to the [[MAC-10]]. &lt;br /&gt;
[[File:B&amp;amp;T-MP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet MP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO MP9 Inspection.jpg|thumb|none|600px|The B&amp;amp;T MP9 in the inventory model viewer. Notably, unlike the in-game MAC-10 (and many of the game's other compact submachine guns), the MP9's stock is extended.]]&lt;br /&gt;
[[File:CSGO MP9 Drawing.jpg|thumb|none|600px|Readying himself for some high-intensity slam-dunking, an SAS operative on cs_workout draws his MP9.]]&lt;br /&gt;
[[File:CSGO MP9.jpg|thumb|none|600px|Standing idly. Note the &amp;quot;reflective&amp;quot; floors; the Source engine can't support dynamic reflections easily, so the map creators' solution was to create a translucent floor with all of the props duplicated upside-down underneath it.]]&lt;br /&gt;
[[File:CSGO MP9 Left.jpg|thumb|none|600px|Waiting for his opponents to show up, the SAS operative examines his SMG. Note how even some of the parts which are ostensibly made of polymer have wear marks with bare metal underneath.]]&lt;br /&gt;
[[File:CSGO MP9 Right.jpg|thumb|none|600px|The other side, which reveals some markings on the bolt; these read &amp;quot;Cal 9x19mm&amp;quot; on the first line, and &amp;quot;A-0109524&amp;quot; (presumably a serial number) on the second.]]&lt;br /&gt;
[[File:CSGO MP9 Firing.jpg|thumb|none|600px|Realizing that his opposition has chickened out of the match, the operative lashes out in anger, and vents his frustrations on a basketball.]]&lt;br /&gt;
[[File:CSGO MP9 Removing.jpg|thumb|none|600px|30 rounds later, he yanks out an empty magazine...]]&lt;br /&gt;
[[File:CSGO MP9 Reloading.jpg|thumb|none|600px|...shoves in another one...]]&lt;br /&gt;
[[File:CSGO MP9 Charging.jpg|thumb|none|600px|...and tugs the apparently heavily scratched-up charging handle, before grumbling into his gasmask and heading back home.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash PP-19 Bizon-2 ==&lt;br /&gt;
An [[Izhmash PP-19 Bizon]]-2 is an available SMG for both teams, known in-game as the &amp;quot;PP-Bizon&amp;quot;. While its low damage, poor accuracy, and pitiful performance against armor make it a questionable choice for later rounds, its high rate of fire (750 RPM), controllable recoil, and best-in-class capacity (a staggering 64 rounds) allow it to perform quite well in the early phases of a match (or, considering its $1,400 price tag, during eco rounds). The weapon's smooth magazine design is from the earlier Bizon-1.&lt;br /&gt;
&lt;br /&gt;
Its 64-round capacity corresponds to the 9x18mm Makarov version, but the weapon is instead coded to use 9x19mm Parabellum in the game files (unlike earlier games, coded caliber info is not visible in-game and does not impact gameplay due to the need to buy ammo and ammo sharing between weapons of the same caliber being removed), which would have it use a 53-round magazine instead.&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:CSGO Bizon Inspection.jpg|thumb|none|600px|Inspecting the PP-19 Bizon-2 in the inventory's model viewer.]]&lt;br /&gt;
[[File:CSGO Bizon.jpg|thumb|none|600px|The Bizon in first-person, held by a counter-terrorist on cs_agency.]]&lt;br /&gt;
[[File:CSGO Bizon Left.jpg|thumb|none|600px|''&amp;quot;Silent and watchful, the Bizon Soldier looks out over the streets below. Like it or not, there is evil in this city - and it's his job to deal with it.&amp;quot;'']]&lt;br /&gt;
[[File:CSGO Bizon Right.jpg|thumb|none|600px|''&amp;quot;He'd be even better at it if the texture on his gun's bolt wasn't broken. Or if he stopped doing some dramatic superhero monologue and, y'know, actually rescued the hostages trapped in this office building.&amp;quot;'']]&lt;br /&gt;
[[File:CSGO Bizon Firing.jpg|thumb|none|600px|Engaging in some more un-counter-terroristly conduct, and indiscriminately unloading rounds on the streets below.]]&lt;br /&gt;
[[File:CSGO Bizon Reloading.jpg|thumb|none|600px|The Bizon's stampede finished, he then swaps out the weapon's distinctive helical magazine...]]&lt;br /&gt;
[[File:CSGO Bizon Charging.jpg|thumb|none|600px|...and flips it over to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A [[Heckler &amp;amp; Koch UMP45]] with a vertical foregrip is one of the available submachine guns in-game, known simply as the &amp;quot;UMP-45&amp;quot;. At only $1,200, it is the second-cheapest SMG in the game (and the cheapest available to Counter-Terrorists, since the only one cheaper is the [[MAC-10]]); it is somewhat more akin in behavior to the rifles, with a (correct) 25-round magazine, best-in-class damage, and decent range, accuracy, and armor penetration, with its main drawbacks being its somewhat bouncy, aggressive recoil, and the lowest rate of fire in the SMG category (666 RPM).&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:CSGO UMP45 Inspection.jpg|thumb|none|600px|The UMP45 in the inventory model viewer. &amp;quot;UMP-45&amp;quot; is visible on the side of the receiver, with &amp;quot;.45 Auto&amp;quot; being written on the bottom of the magazine.]]&lt;br /&gt;
[[File:CSGO UMP45 Drawing.jpg|thumb|none|600px|Taking a trip down memory lane in the 20th-anniversary classic version of de_dust2, an IDF operative draws his &amp;quot;K&amp;amp;M UMP45&amp;quot; with a quick yank of the charging handle.]]&lt;br /&gt;
[[File:CSGO UMP45.jpg|thumb|none|600px|He then waits patiently, while fondly reminiscing about all the good times had in this infamous area, &amp;quot;Courtyard With A Dead Guy In It&amp;quot;.]]&lt;br /&gt;
[[File:CSGO UMP45 Left.jpg|thumb|none|600px|Examining the left side of the UMP; apparently, moving the ejection port to the other side required flipping the selector lever BEYOND full-auto.]]&lt;br /&gt;
[[File:CSGO UMP45 Right.jpg|thumb|none|600px|The IDF operative then pretends to shoot the dead terrorist in the crotch, while noticing the safety on this side being VERY on.]]&lt;br /&gt;
[[File:CSGO UMP45 Firing.jpg|thumb|none|600px|Instead of doing so, he simply unloads on the wall above the corpse.]]&lt;br /&gt;
[[File:CSGO UMP45 Removing.jpg|thumb|none|600px|Pushing the (correctly movable) magazine release to remove an empty magazine, the side window of which always depicts a full load of cartridges.]]&lt;br /&gt;
[[File:CSGO UMP45 Reloading.jpg|thumb|none|600px|Loading in a replacement mag; while the full texture in the window would now be correct, the magazine is always shown as empty at the top.]]&lt;br /&gt;
[[File:CSGO UMP45 Charging.jpg|thumb|none|600px|The reload is concluded with another pull of the charging handle, and a return to business as usual.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90|FN P90 TR (Triple Rail)]] appears in the game as the &amp;quot;P90&amp;quot;, with rail-mounted iron sights (despite the fact that the P90 TR's top rail includes iron sights, and the fact that the irons aren't usable in-game anyways). It is the only submachine gun not to award extra money for kills. Due to its high armor penetration value (69%), high capacity, decent damage, moderate recoil, and high rate of fire, the weapon has gained a great deal of notoriety in the ''CS:GO'' community, commonly being associated with lower-skilled players; its only real downsides are the aforementioned low kill award, an exorbitant price of $2,350, a slow reload, and somewhat curiously, the heaviest weight of all the game's submachine guns, despite it actually being lighter than every in-game submachine gun barring the [[Heckler &amp;amp; Koch MP7|MP7A1]], the [[Brügger &amp;amp; Thomet MP9|MP9]], and the [[PP-19 Bizon|Bizon-2]].&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:CSGO P90 Inspection.jpg|thumb|none|600px|The P90 TR's in-game model, which is rather battered and scratched-up. It also features an opaque brownish-orange magazine, as opposed to the translucent ones normally associated with the P90.]]&lt;br /&gt;
[[File:CSGO P90 Drawing.jpg|thumb|none|600px|An FBI SWAT member draws his P90 with a rather strange pull of the cocking handle...]]&lt;br /&gt;
[[File:CSGO P90.jpg|thumb|none|600px|...and then promptly does absolutely nothing. Well, nothing apart from admiring the view of de_zoo's empty lion enclosure.]]&lt;br /&gt;
[[File:CSGO P90 Left.jpg|thumb|none|600px|Examining his P90 (with absolutely atrocious trigger discipline); at full size, the weapon's trademarks can be read, showing to apparently be made by &amp;quot;Fabrique Rationale&amp;quot; out of &amp;quot;Harbog BELGIUM&amp;quot;. This random yelling of a country's name is not enough to distract the player from the fact that their character's sleeve clips through the ejection port.]]&lt;br /&gt;
[[File:CSGO P90 Right.jpg|thumb|none|600px|The reverse side shows exactly the same pattern of scratches, as well as the same obfuscated trademarks (albeit backwards), showing that the weapon's right-side texture is apparently just a mirror of its left-side one.]]&lt;br /&gt;
[[File:CSGO P90 Firing.jpg|thumb|none|600px|Unloading the P90 at nothing in particular; the P90 in ''CS:GO'', unlike those in many games, correctly ejects spent casings downwards, though this does have the side-effect of bouncing them off of the floor and into the player's field of view.]]&lt;br /&gt;
[[File:CSGO P90 Removing.jpg|thumb|none|600px|Reloading the submachine gun; the player character correctly pushes both magazine catches before removing the magazine, and said catches stay in the locked-open position until a new magazine is inserted.]]&lt;br /&gt;
[[File:CSGO P90 Reloading.jpg|thumb|none|600px|Lining up a new magazine, and seating it with a hearty smack. Though the hand positions in this particular shot seem to suggest that the FBI SWAT member is instead attempting to cover up the fact that the magazine even exists.]]&lt;br /&gt;
[[File:CSGO P90 Charging.jpg|thumb|none|600px|Concluding a reload with the same strange cocking routine seen in the draw animation; it's currently unknown if this technique (which uses the wielder's left thumb and forefinger to pull both charging handles) appears in any other form of media.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] appears in-game as the &amp;quot;MP7&amp;quot;. Costing $1,500, it is a middle-of-the-road SMG, being decently powerful and accurate, with low recoil, a moderately high fire rate (750 RPM, compared to the real steel's 950-1,150), and a 30-round magazine capacity. It fills the same role as the previous games' [[H&amp;amp;K MP5]], even recycling its prior incarnations' firing sound up until a patch in 2016. It's also bizarrely shown as the heaviest weapon in its class, slowing down the player even more than the [[P90]], despite weighing a full {{convert|lbs|1.41}} less in reality.&lt;br /&gt;
&lt;br /&gt;
Of note is that the game files incorrectly code the weapon to use 9x19mm rounds (instead of the appropriate 4.6x30mm); this has no effect on gameplay, as unlike prior ''Counter-Strike'' games, players no longer need to buy ammo.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:CSGO MP7A1 Inspection.jpg|thumb|none|600px|Inspecting the MP7A1's model. Apart from the shorter side rail segment, and the fact that the rifle-style aperture/winged post sights are flipped up, it's nearly identical to the reference image above. Also note that there is no safe setting.]]&lt;br /&gt;
[[File:CSGO MP7A1.jpg|thumb|none|600px|An FBI SWAT team member holding an MP7A1 on de_vertigo, making sure that the HVAC unit doesn't try anything funny.]]&lt;br /&gt;
[[File:CSGO MP7A1 Drawing.jpg|thumb|none|600px|Forgetting to remember to forget that he'd forgotten to do so, the operative then draws the gun he was already holding. This apparently merits pulling the charging handle with a clenched fist.]]&lt;br /&gt;
[[File:CSGO MP7A1 Releasing.jpg|thumb|none|600px|Releasing the charging handle has it snap back into battery, giving the player just barely enough time to notice that the operating rod is colored completely flat black.]]&lt;br /&gt;
[[File:CSGO MP7A1 Left.jpg|thumb|none|600px|Inspecting the MP7. The stock is never extended, most likely to avoid clipping issues with third-person character models (since not all of them have the same thickness of clothes).]]&lt;br /&gt;
[[File:CSGO MP7A1 Firing.jpg|thumb|none|600px|Letting his paranoia get the best of him, the CT panics, and dumps round after round at his inanimate enemy. The spent casings seem to agree with the game files' incorrect notions about the weapon's caliber, being wide and straight-walled - akin to 9x19mm casings, but not to the narrow, bottlenecked 4.6x30mm ones it should be spitting out.]]&lt;br /&gt;
[[File:CSGO MP7A1 Right.jpg|thumb|none|600px|Having successfully wasted a rather large amount of not-at-all-cheap proprietary ammunition, the operative checks to see if the bolt catch works properly. Apparently, it doesn't.]]&lt;br /&gt;
[[File:CSGO MP7A1 Reloading.jpg|thumb|none|600px|Swapping magazines, in a suitably dramatic fashion; as with many of the game's weapons, there is a blink-and-you'll-miss-it instance of clipping between the magazine and its well. Luckily, this is a still image, so blink all you'd like.]]&lt;br /&gt;
[[File:CSGO MP7A1 Charging.jpg|thumb|none|600px|This is followed by a more normal-looking yank of the cocking handle, which might have something to with the aforementioned malfunctioning bolt catch. Though it's probably mostly just for the sake of re-using the [[Brügger &amp;amp; Thomet MP9|MP9]]'s animations.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD3|MP5SD3]] was added to the game in the August 15, 2018 update as an alternative option to the MP7, as a successor to the MP5 from previous games replaced in CSGO by the MP7. It has many of the same stats as the MP7, the only major differences being the suppressor, a faster movement speed, and slightly lower damage.&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:CSGO MP5SD.jpg|thumb|none|600px|Inspecting the default MP5SD weapon with no skins.]]&lt;br /&gt;
[[File:CSGO MP5SD Draw 2.jpg|thumb|none|600px|The MP5SD has two draw animations. One is an average HK slap.]]&lt;br /&gt;
[[File:CSGO MP5SD Draw 1.jpg|thumb|none|600px|The other one is the HK slap's distant cousin, the HK slam.]]&lt;br /&gt;
[[File:CSGO MP5SD Idle.jpg|thumb|none|600px|The MP5SD on the new remade version of the Dust II map, with the new Panorama UI. Incidentally, the CT's gloves are new too, having received a model quality upgrade in 2016, and now supports cosmetic gloves.]]&lt;br /&gt;
[[File:CSGO MP5SD Reload 1.jpg|thumb|none|600px|Reloading the MP5SD, after pulling back the charging handle.]]&lt;br /&gt;
[[File:CSGO MP5SD Reload 2.jpg|thumb|none|600px|Giving the MP5SD a slightly different HK slap when the reload completes.]]&lt;br /&gt;
[[File:CSGO MP5SD Inspect.jpg|thumb|none|600px|Inspecting the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles =&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
A [[Mk 18 Mod 0]] fitted with an ARMS#40 flip-up rear iron sight and KAC free-float RAS handguard with rail covers appears as the &amp;quot;M4A4&amp;quot;, serving as the Counter-Terrorists' staple assault rifle. The kill icon originally incorrectly showed the [[M4A1]] with carry handle from ''[[Counter-Strike: Source]]'', though a later patch corrected it. Unlike the M4A1 in previous ''Counter-Strike'' games, it does not include a detachable suppressor, instead simply serving as a middle-of-the-road rifle; compared to the Terrorists' [[AKM]], it fires faster, is more accurate, and has less recoil, but is more expensive (costing $3,100), does less damage per shot, and has slightly poorer armor penetration, the latter two factors making it incapable of killing a helmeted enemy in a single headshot.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO Mk18 Inspection.jpg|thumb|none|600px|The Mk 18 Mod 0 in the inventory model viewer.]]&lt;br /&gt;
[[File:CSGO Mk18 Drawing.jpg|thumb|none|600px|Out on the tutorial course, a GO trainee draws his Mk 18 with a quick rack of the charging handle...]]&lt;br /&gt;
[[File:CSGO Mk18.jpg|thumb|none|600px|...and then awaits further orders.]]&lt;br /&gt;
[[File:CSGO Mk18 Left.jpg|thumb|none|600px|Preparing to shoot some targets, the trainee checks to make sure his weapon is correctly set to full-auto, while the game provides an incredibly useful hint.]]&lt;br /&gt;
[[File:CSGO Mk18 Right.jpg|thumb|none|600px|A brief flip reveals some issues; in addition to the permanently-shut dust cover, the lower receiver's texture is mirrored, leaving the right side with backwards selector markings and a blacked-out area where the selector switch would be if the lower was ambidextrous.]]&lt;br /&gt;
[[File:CSGO Mk18 Firing.jpg|thumb|none|600px|Following the mysteriously apathetic supervisor's orders, he's soon blasting away at some fake terrorists; despite clearly producing sparks and metallic dinging  when shot, these are continuously referred to as being wooden. The lights next to them are a health bar, showing how much damage is done by various different rounds to various different regions.]]&lt;br /&gt;
[[File:CSGO Mk18 Ejecting.jpg|thumb|none|600px|In a later, more speed-focused portion of the course, the trainee ignores a substantially less important hint, electing instead to drop an empty mag in full view of his &amp;quot;enemies&amp;quot;.]]&lt;br /&gt;
[[File:CSGO Mk18 Reloading.jpg|thumb|none|600px|Loading a new magazine; unlike many of the game's other weapons, the Mk 18's fresh magazines actually visibly contain ammunition.]]&lt;br /&gt;
[[File:CSGO Mk18 Releasing.jpg|thumb|none|600px|Concluding the reload with an open-palmed smack of the bolt release.]]&lt;br /&gt;
[[File:CSGO Mk18 Bot.jpg|thumb|none|600px|Out in the field, the trainee-turned-agent spots a buddy with a Mk 18 of his own, wrapped up in sling straps; this trait is unique among CT rifles, and shared only overall with the AKM.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 723==&lt;br /&gt;
A later-pattern [[Colt Model 723]] was added in the August 14, 2013 update; known incorrectly as the &amp;quot;M4A1-S&amp;quot;, it serves as an optional replacement for the above [[Mk 18 Mod 0]] &amp;quot;M4A4&amp;quot;, and a successor to the suppressed [[M4A1]] in previous games. Compared to its unsuppressed counterpart, the Model 723 differs primarily in its fire rate (600 RPM, lower than the M4A4's 666) and capacity (25 rounds instead of the M4A4's 30, despite being modeled with a 30-round magazine), in exchange for the obvious benefits provided by a suppressor. It comes with 3 spare magazines and a suppressor attached by default that can be removed or re-attached by using the alternate fire button. As with the [[Heckler &amp;amp; Koch USP Tactical|USP-S]], it did not initially receive new sounds, taking its own directly from ''[[Counter-Strike: Source]]'', though these were later replaced with a new set in September of 2016.&lt;br /&gt;
[[File:Colt Model 723 with M4 barrel.jpg|thumb|none|450px|Colt Model 723 &amp;quot;M16A2 carbine&amp;quot;, late model with &amp;quot;M4&amp;quot; profile barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO M723 Inspection.jpg|thumb|none|600px|Inspecting the Model 723. Unlike most of the game's other weapons, the default viewing angle is slanted upwards; since only the horizontal viewing angle can be changed, this is about as side-on of a shot as one can get.]]&lt;br /&gt;
[[File:CSGO M723 Drawing.jpg|thumb|none|600px|Spooked by a mysterious figure off in the distance, an FBI HRT operative draws his Model 723 with a pull of the charging handle.]]&lt;br /&gt;
[[File:CSGO M723.jpg|thumb|none|600px|Realizing that the figure is ''probably'' just a snowman, the operative refrains from firing, but keeps an eye out nonetheless. Note the fixed carrying handle, putting paid to any claim that the weapon in-game is an actual M4A1.]]&lt;br /&gt;
[[File:CSGO M723 Left.jpg|thumb|none|600px|Examining the M723's left side, showing off the selector lever (set to safe, though prior to a patch it didn't exist at all) and the strange strip on the receiver/bolt release texture (this was a physical object that blocked the bolt release before the aforementioned patch)...]]&lt;br /&gt;
[[File:CSGO M723 Right.jpg|thumb|none|600px|...and the right one. While the latter is seen for a far shorter span of time than the former, the brief glance is still enough to notice that (as with the previous games' M4A1s) the dust cover never opens like it should.]]&lt;br /&gt;
[[File:CSGO M723 Firing.jpg|thumb|none|600px|Thinking he saw the &amp;quot;snowman&amp;quot; make a move, the operative takes no chances.]]&lt;br /&gt;
[[File:CSGO M723 Ejecting.jpg|thumb|none|600px|The threat dealt with, he reloads to replace the one round he fired, starting by ejecting a visibly empty magazine that presumably still has 24 rounds in it somewhere.]]&lt;br /&gt;
[[File:CSGO M723 Reloading.jpg|thumb|none|600px|Following this is the insertion of a new magazine, which is equally empty-looking.]]&lt;br /&gt;
[[File:CSGO M723 Releasing.jpg|thumb|none|600px|And, to finish it all off, a satisfying slap of the bolt release. Back to business.]]&lt;br /&gt;
[[File:CSGO M723 Removing.jpg|thumb|none|600px|This &amp;quot;business&amp;quot; apparently includes unscrewing the suppressor from the rifle's threaded flash hider. As with the USP above, there's not much reason to actually do this, since all it does is increase noise, add a muzzle flash, reduce accuracy, and increase recoil; punctuating this is the remarkable length of this procedure compared to previous games, giving the player plenty of time to reconsider their decision.]]&lt;br /&gt;
[[File:CSGO M723 Unsuppressed.jpg|thumb|none|600px|Should they choose to ignore their better judgement and abandon any pretense of stealth, however, the result will look something like this.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The &amp;quot;[[AK-47]]&amp;quot; in the game is actually an [[AKM|AKMN]], with plastic 30-round magazines. It offers very high stopping power and penetration (capable of one-shot headshots against helmeted enemies), good accuracy, and a manageable price of $2,700, at the cost of its somewhat heavy weight, a lower rate of fire than its competitors, and rather strong recoil. This model is notably ported from ''[[Left 4 Dead 2]]'' (including the presence of the wider front sight and narrower handguard of an actual AK-47) with slight alterations like detail on the stock and a smaller spring lock.&lt;br /&gt;
[[File:AKMRifle.jpg‎|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:CSGO AKM Inspection.jpg|thumb|none|600px|Inspecting the AKMN's model. Much of the original factory finish has been worn off, revealing the bare white steel beneath.]]&lt;br /&gt;
[[File:CSGO AKM.jpg|thumb|none|600px|A terrorist looks over the area outside de_nuke's titular nuclear plant, noting the rather ironic slogan.]]&lt;br /&gt;
[[File:CSGO AKM Left.jpg|thumb|none|600px|Inspecting the rifle; the side-mounted dovetail rail indicates this to be an AKMN model, meant to accept a 1PN51 or 1PN58 night-vision sight, though nearly any Warsaw Pact-issued optic can fit it. As attachable optics aren't a feature of ''Global Offensive'' (or any main-series ''CS'' game, for that matter), the in-game rail is purely cosmetic.]]&lt;br /&gt;
[[File:CSGO AKM Right.jpg|thumb|none|600px|The other side, which shows off the bolt and early-pattern handguard.]]&lt;br /&gt;
[[File:CSGO AKM Firing.jpg|thumb|none|600px|Changing the plant's marketing into lies with the aid of a few 7.62x39mm rounds.]]&lt;br /&gt;
[[File:CSGO AKM Removing.jpg|thumb|none|600px|Removing a partly-empty magazine, which shows off a nice detail: the magazine release subtly moves when the player character's hand touches it.]]&lt;br /&gt;
[[File:CSGO AKM Reloading.jpg|thumb|none|600px|Which makes it all the more strange that the fresh magazine that the player character inserts is visibly not loaded. It also bears an incorrect &amp;quot;7.62x30&amp;quot; marking on the side.]]&lt;br /&gt;
[[File:CSGO AKM Charging.jpg|thumb|none|600px|The reload is concluded by flipping the rifle over and pulling the charging handle; this is also done whenever the AKMN is drawn.]]&lt;br /&gt;
[[File:CSGO AKM Bot.jpg|thumb|none|600px|Like the [[Mk 18 Mod 0|Mk. 18]] above, the AKMN is attached to the user's back when holstered in third-person; this shot shows that the same can't be said for all of the game's rifles, the [[SIG SG 556]] being one of the less fortunate ones.]]&lt;br /&gt;
[[File:CSGO AKM Box.jpg|thumb|none|600px|&amp;quot;Huh, those are some odd-looking car parts...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
Replacing the [[Steyr AUG A1]] from previous games is the more recent [[Steyr AUG A3|A3 variant]], with a Trijicon ACOG providing a low zoom level and allowing for precise shots. It deals good damage, with a moderate rate of fire, strong-yet-simple recoil, and a unique ability (for CT assault rifles) to land instant-kill headshot against helmeted enemies at point-blank range, at the cost of, well, cost (the most expensive in its class, at $3,300), along with its heavy weight and slow reload. The rifle's in-game model visibly has a 42-round magazine, despite it only having a 30-round capacity gameplay wise.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO AUG Inspection.jpg|thumb|none|600px|The AUG A3 in the model viewer.]]&lt;br /&gt;
[[File:CSGO AUG Drawing.jpg|thumb|none|600px|''&amp;quot;Alright, whichever one of you peed in the pool, just confess to your crimes, and nobody has to get hurt.&amp;quot;'']]&lt;br /&gt;
[[File:CSGO AUG.jpg|thumb|none|600px|Looking over the Riverview Sports Center's shallow pool with an AUG.]]&lt;br /&gt;
[[File:CSGO AUG Aiming.jpg|thumb|none|600px|Looking over at the inaccessible Olympic-style lane pool through the mounted ACOG. Prior to a patch in February 2014, the scopes on both the AUG and [[SIG SG 556]] simply zoomed in the player's view (as they did in prior ''CS'' games). Note the incorrect green dot reticle; this dot changes to match the player's selected crosshair color, making it green by default.]]&lt;br /&gt;
[[File:CSGO AUG Left.jpg|thumb|none|600px|Inspecting the AUG. Note that this side has an ejection port cover...]]&lt;br /&gt;
[[File:CSGO AUG Right.jpg|thumb|none|600px|...whereas this one (correctly) doesn't.]]&lt;br /&gt;
[[File:CSGO AUG Firing.jpg|thumb|none|600px|Spraying away at the glass doors on the other side of the pool. Being map boundary walls, they prove more resilient than one might expect.]]&lt;br /&gt;
[[File:CSGO AUG Reloading.jpg|thumb|none|600px|Reloading the AUG. Not even a physically impossible fire in a pool can hide the fact that the 42-round 30-round magazine is textured solid brown instead of being translucent, and doesn't have any feed lips.]]&lt;br /&gt;
[[File:CSGO AUG Charging.jpg|thumb|none|600px|Concluding this listing of anomalies by racking the rifle's charging handle, with a slightly different animation than the draw shown above.]]&lt;br /&gt;
&lt;br /&gt;
== FAMAS G1 ==&lt;br /&gt;
A [[FAMAS#FAMAS G2|FAMAS G1]] is featured in-game, but incorrectly uses 30-round STANAG magazines in its F1 mag-well instead of the proper 25-round straight magazines; despite this, it still holds 25 rounds per magazine (and, despite that, still has 90 rounds in reserve like most of the other assault rifles, which works out to 3-and-three-fifths magazines). At only $2,250, the FAMAS is the cheapest assault rifle available to the Counter-Terrorists; unfortunately, there is little else to be said for it, with its relatively low damage, lower-than-standard capacity, and long reload relegating its primary role to low-cash rounds. Pressing the alt-fire key toggles the weapon between full-auto and 3-round burst; the latter mode bumps the rate of fire up from the default 666 RPM to 800 (both of which are short of the real weapon's 1,000 RPM, likely for balance-related reasons), decreases recoil, and boosts accuracy, at the cost of adding a longer delay between trigger pulls (presumably, again, for the sake of balance).&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the [[FAMAS F1]]'s icon from past titles is re-used in ''GO'' as the icon for the FAMAS G1.&lt;br /&gt;
[[File:FAMAS F2.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO FAMAS Inspection.jpg|thumb|none|600px|Taking a look at the FAMAS G1's model reveals it to be rather worn-looking, particularly around the handguard and magazine.]]&lt;br /&gt;
[[File:CSGO FAMAS.jpg|thumb|none|600px|The FAMAS G1 in first-person on de_inferno, with the F1 HUD icon visible to the right. Not every day you see a British special operative holding a French assault rifle in a small town in Italy, huh?]]&lt;br /&gt;
[[File:CSGO FAMAS Left.jpg|thumb|none|600px|Admiring both the rifle and the lovely fish-filled fountain that serves as the focal point of Bombsite B.]]&lt;br /&gt;
[[File:CSGO FAMAS Right.jpg|thumb|none|600px|The other side, which gives a good view of the unusable folding bipod.]]&lt;br /&gt;
[[File:CSGO FAMAS Firing.jpg|thumb|none|600px|Spraying off some rounds at an terrorist, who narrowly avoids them through the dastardly trick of not actually being there.]]&lt;br /&gt;
[[File:CSGO FAMAS Burst.jpg|thumb|none|600px|Realizing this, the CT attempts to use the burst-fire mode for a bit of impromptu fishing.]]&lt;br /&gt;
[[File:CSGO FAMAS Reloading.jpg|thumb|none|600px|Reloading the FAMAS. As is tradition, this process is done without the use of actual ammunition.]]&lt;br /&gt;
[[File:CSGO FAMAS Charging.jpg|thumb|none|600px|Finishing a reload (or drawing the weapon) prompts a pull of the charging handle, accomplished in-game with the user's left hand.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 22==&lt;br /&gt;
Replacing the [[IMI Galil ARM]] from prior ''Counter-Strike'' titles, ''CS:GO'' features the [[Galil ACE|IWI Galil ACE 22]] as an optional assault rifle for Terrorists, known in-game as the &amp;quot;[[Galil AR]]&amp;quot; (actually a different variant altogether, though &amp;quot;AR&amp;quot; could possibly just be a generic &amp;quot;Assault/Automatic Rifle&amp;quot; suffix). The ACE 22 boasts the highest magazine capacity (a correct 35 rounds) and lowest cost (only $2,000) in its class, at the cost of poor performance against armor (being the only Terrorist assault rifle that can't kill a helmeted enemy in a single headshot) and somewhat low accuracy. Interestingly, in the early build of ''GO'' used during the US vs Euro faceoff, the model featured a Meprolight red dot sight attached to the top of the handguard, which acted like the scopes on the [[Steyr AUG A3]] and [[SIG SG 556]]; in the final game, this weapon does not feature the sight, though its kill icon did until it was removed in a later update. &lt;br /&gt;
&lt;br /&gt;
For whatever reason, the rifle on the ACE 22's &amp;quot;Expert&amp;quot; achievement (and its HUD icon) is the earlier IMI [[Galil SAR]].&lt;br /&gt;
[[File:Galil ACE 22.jpg|thumb|none|450px|IWI Galil ACE 22 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO Galil Inspection.jpg|thumb|none|600px|The Galil ACE 22's model. Another somewhat worn-looking model, with a notable patch of rust on the stock.]]&lt;br /&gt;
[[File:CSGO Galil Drawing.jpg|thumb|none|600px|In the midst of a vault robbery, a bank robber draws his ACE 22 with a sharp tug of the charging handle. Note the HUD icon, with a rather distinctly different stock and profile from the weapon it's supposed to represent.]]&lt;br /&gt;
[[File:CSGO Galil.jpg|thumb|none|600px|He then settles down and stands guard. Say, does a well-dressed man with a Galil robbing a bank [[Heat|remind you of anything?]]]]&lt;br /&gt;
[[File:CSGO Galil Left.jpg|thumb|none|600px|Examining the rifle, while demonstrating a complete lack of trigger discipline.]]&lt;br /&gt;
[[File:CSGO Galil Right.jpg|thumb|none|600px|The other side of the Galil; while the chunk missing from the bolt may seem like a modeling error, it's actually just what ACE bolts look like.]]&lt;br /&gt;
[[File:CSGO Galil Firing.jpg|thumb|none|600px|Redecorating the inside of the bank with the aid of some 5.56mm rounds. A bit of a lost cause, truth be told; no matter how much &amp;quot;redecorating&amp;quot; you do, you still won't be able make it any less [[Payday 2|familiar]].]]&lt;br /&gt;
[[File:CSGO Galil Removing.jpg|thumb|none|600px|Removing an empty magazine. For some reason, despite having a 35-round capacity, the Galil's reserve ammo count is 90 rounds like the rest of the assault rifles, leaving the wielder with two-and-four-sevenths spare magazines.]]&lt;br /&gt;
[[File:CSGO Galil Reloading.jpg|thumb|none|600px|Loading a &amp;quot;new&amp;quot; magazine; as in many games, the weapon model only includes one magazine, so the empty and full mags are one and the same. This is normally hidden by the edge of the screen, though a sufficiently high FOV can reveal the trick.]]&lt;br /&gt;
[[File:CSGO Galil Charging.jpg|thumb|none|600px|Yanking the charging handle, and watching the dustcover slide downward accordingly.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556 HOLO==&lt;br /&gt;
A [[SIG SG 556|SIG-Sauer SIG556 HOLO]] with a usable Trijicon ACOG (incorrectly referred to in-game as the &amp;quot;[[SG 552|SG 553]]&amp;quot;) replaces the previous games' [[SG 552]], being the Terrorists' scoped assault rifle. It fires in full-auto, while most real SIG556s are semi-auto only; being a terrorist-only weapon, it could be argued that this was instead an illegally-preformed full-auto conversion. Compared to the [[AKM]], it fires faster, is more accurate, has the evident advantages of a scope, and is the only weapon in the entire game to completely ignore armor, with the only downsides being its somewhat strange up-right recoil, its infinitesimally higher price ($2,750 versus the AK's $2,700), and its marginally lower damage (negated completely by the armor advantage, which applies in nearly all cases, since almost any round where rifles are being bought is one where armor is a factor).&lt;br /&gt;
[[File:Sig556.jpg|thumb|450px|none|SIG-Sauer SIG556 HOLO with Trijicon ACOG scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO SG556 Inspection.jpg|thumb|none|600px|The SIG556 HOLO in the inventory model viewer. Another heavily-worn model; impressively enough, even the ''gas tube'' is worn down to the bare metal.]]&lt;br /&gt;
[[File:CSGO SG556 Drawing.jpg|thumb|none|600px|Conducting bombsite overwatch on gd_rialto, a terrorist draws his SIG556 with a sharp yank of the charging handle.]]&lt;br /&gt;
[[File:CSGO SG556.jpg|thumb|none|600px|He then does the Devil's work, and stands idle. Note that the scope has (unusable) backup iron sights mounted on top, a rear aperture and a front post.]]&lt;br /&gt;
[[File:CSGO SG556 Left.jpg|thumb|none|600px|Exorcising himself, he quickly sets about doing something. &amp;quot;Something&amp;quot;, in this case, being a quick look over the left side of his rifle...]]&lt;br /&gt;
[[File:CSGO SG556 Right.jpg|thumb|none|600px|...followed by the right side.]]&lt;br /&gt;
[[File:CSGO SG556 Firing.jpg|thumb|none|600px|Thinking he spotted his demon lurking around in a shop, the terrorist panic-sprays most of the bridge with non-armor-acknowledging 5.56.]]&lt;br /&gt;
[[File:CSGO SG556 Aiming.jpg|thumb|none|600px|Looking through the scope (much the same as the [[AUG]]'s, complete with magnification that somehow stretches outside the actual scope) to get a better view. The rifle's front sight used to be flipped up; when the scope function changed from being a simple screen zoom to having this animation, it was folded down to avoid blocking the view, though the rifle's various icons still show it flipped up.]] &lt;br /&gt;
[[File:CSGO SG556 Removing.jpg|thumb|none|600px|Performing a quick reload in case any other demons try some funny business - the old magazine comes out...]]&lt;br /&gt;
[[File:CSGO SG556 Reloading.jpg|thumb|none|600px|...the new one comes in...]]&lt;br /&gt;
[[File:CSGO SG556 Charging.jpg|thumb|none|600px|...and the charging handle gets pulled, the rifle's user apparently still not being on speaking terms with the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
''As in many games, the sniper rifles in ''GO'' lack a hipfire crosshair. Additionally, unlike prior games in the series, players cannot quick scope easily and reliably; while using a sniper rifle's scope, there is a short amount of time in which the screen has to clear up, and whilst moving the scope will sway. This serves to make sniper rifles less suited to aggressive playstyles, and push them more towards the stationary, defensive role that they were originally meant to fulfill. Not that this stops some people from trying.''&lt;br /&gt;
== Accuracy International Arctic Warfare ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] is featured in-game (replacing the [[Accuracy International Arctic Warfare Magnum|Arctic Warfare Magnum]] seen in earlier games); true to its reputation, it has very high accuracy and power (capable of killing a full-health enemy with armor in a single hit to the torso, regardless of distance - even through some walls), but is heavy and slow to use. It can be identified as an original AW rather than the AWM seen in previous games by its shorter magazine, smaller ejection port, and smooth, non-fluted barrel. As in some versions of older ''CS'' games (and the files of the retail versions, which instead used the generic moniker &amp;quot;Magnum Sniper Rifle&amp;quot;), it is still incorrectly referred to as the &amp;quot;AWP&amp;quot; (a name which refers to the Arctic Warfare Police, a variant with a black stock and shorter, brakeless barrel), though the capacity is for once correct for the modeled weapon.&lt;br /&gt;
&lt;br /&gt;
The AW is described as using .338 Lapua Magnum in the game's files; this is correct for the AWM, but not the AW or the AWP. The Arctic Warfare awards 66% less money on a kill than other weapons, giving only $100 as opposed to the standard $300 ($50/$150 in Casual Mode); this, coupled with its exorbitant $4,750 price tag, makes the AW a rather substantial financial risk for a team to take, though its sheer power can certainly make up for it in the right hands.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AI AWP.jpg|thumb|none|500px|An actual Accuracy International AWP, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSGO AW Inspection.jpg|thumb|none|600px|Inspecting the AW's model, which shows off its true identity rather blatantly. Note the folded bipod; this is never used in-game.]]&lt;br /&gt;
[[File:CSGO AW.jpg|thumb|none|600px|Vowing to defend de_cbble's castle to the very end, a GSG9 operative watches an angle with his Arctic Warfare.]]&lt;br /&gt;
[[File:CSGO AW Left.jpg|thumb|none|600px|Growing bored, he takes a look at the rifle's left side...]]&lt;br /&gt;
[[File:CSGO AW Right.jpg|thumb|none|600px|...and, after a fair bit of ogling, the right one.]]&lt;br /&gt;
[[File:CSGO AW Aiming.jpg|thumb|none|600px|Taking a look through the scope; this simple crosshair is used for all of the game's sniper rifles. This is its lower zoom setting...]]&lt;br /&gt;
[[File:CSGO AW Zoomed.jpg|thumb|none|600px|...and this is the higher one.]]&lt;br /&gt;
[[File:CSGO AW Cycling.jpg|thumb|none|600px|Cycling the AW's bolt, in a completely different part of the map; note that the receiver is missing some polygons, something which can only really be seen when the bolt is open.]]&lt;br /&gt;
[[File:CSGO AW Drawing.jpg|thumb|none|600px|Curiously, a subtly different animation is used when the rifle is drawn; note that the muzzle is directed slightly further upwards, and the bolt is pulled a bit further back (while not visible here, the animation also has less of a distinct pause between opening and closing the bolt).]]&lt;br /&gt;
[[File:CSGO AW Reloading.jpg|thumb|none|600px|Slamming a new (empty) magazine into the Arctic Warfare, clipping it into the side of the magwell ever so subtly in the process.]]&lt;br /&gt;
[[File:CSGO AW Chambering.jpg|thumb|none|600px|This is followed by yet another distinct bolt-cycling animation, this time with the rifle pointed downwards.]]&lt;br /&gt;
[[File:CSGO AW Firing.jpg|thumb|none|600px|Wasting one of these new, fresh rounds by firing it off at nothing in particular. At full size, a bullet impact can just be made out on the far wall of the courtyard.]]&lt;br /&gt;
[[File:CSGO AW Bot.jpg|thumb|none|600px|Cornered and alone, BOT Kyle backs himself up against a wall, and prepares to make his stand.]]&lt;br /&gt;
[[File:CSGO AW Graffiti Mirage.jpg|thumb|none|600px|A counter-terrorist examines a bit of graffiti on Mirage that features the AW prominently. This was put in place to commemorate a moment in a professional competitive game; pro player &amp;quot;coldzera&amp;quot; managed 4 kills with the AW in this location, 3 of which were made whilst unscoped and jumping. Note how it lacks a bolt handle.]]&lt;br /&gt;
[[File:CSGO AW Graffiti Cache.jpg|thumb|none|600px|Another piece of commemorative graffiti on Cache, this one for the player &amp;quot;s1mple&amp;quot; and his round-ending double no-scope from this location.]]&lt;br /&gt;
[[File:CSGO AW Graffiti Dust2.jpg|thumb|none|600px|A third (and rather silly-looking) piece of graffiti on the original version of Dust 2, meant to represent a moment wherein the pro team &amp;quot;Fnatic&amp;quot; bought 4 AWs and watched this angle with them.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr SSG 08==&lt;br /&gt;
A [[Steyr SSG 08]] is included, replacing the [[Steyr Scout]] of the previous installments in the series as a cheap ($1,700), lightweight, quick-handling sniper rifle with decent damage and penetration; many players (not to mention the game's own &amp;quot;Flying Scoutsman&amp;quot; mode) opt to refer to it as its predecessor. It holds 10 rounds, with an impressive 90 in reserve; this effectively grants it unlimited ammunition, since it fires at 48 RPM and takes 3.7 seconds to reload, making a full dump of every available round take 2 minutes and 38.3 seconds, 3.3 seconds longer than the maximum length of a round in Competitive mode (1:55 default plus a 40-second bomb timer totaling 2:35, not counting the extra few seconds after the official end).&lt;br /&gt;
[[File:Steyr SSG 08.jpg|thumb|none|500px|Steyr SSG 08 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSGO SSG-08 Inspection.jpg|thumb|none|600px|Inspecting the model of the SSG 08. Note the gray camo stock; this was initially flat gray in the earliest builds (much like the Scout), before one of the Beta's updates made it flat black, and a subsequent one gave it this unique look.]]&lt;br /&gt;
[[File:CSGO SSG-08 Drawing.jpg|thumb|none|600px|Somewhat less unique are the weapon's animations, all of which are recycled from the [[Accuracy International Arctic Warfare|Arctic Warfare]], including this draw animation.]]&lt;br /&gt;
[[File:CSGO SSG-08.jpg|thumb|none|600px|Consequently, this watchful counter-terrorist on de_train finds himself less &amp;quot;holding&amp;quot; his rifle and more &amp;quot;gently encouraging&amp;quot; it.]]&lt;br /&gt;
[[File:CSGO SSG-08 Left.jpg|thumb|none|600px|Examining the SSG-08's left side...]]&lt;br /&gt;
[[File:CSGO SSG-08 Right.jpg|thumb|none|600px|...and the right one.]]&lt;br /&gt;
[[File:CSGO SSG-08 Firing.jpg|thumb|none|600px|Throwing a round across the room. Just 'cause.]]&lt;br /&gt;
[[File:CSGO SSG-08 Cycling.jpg|thumb|none|600px|Ejecting the resultant case; unlike many games, the spent casing actually has an appropriate struck primer.]]&lt;br /&gt;
[[File:CSGO SSG-08 Aiming.jpg|thumb|none|600px|Taking a look through the scope at an oh-so-temptingly shootable-looking lock. Must... resist... urge...]]&lt;br /&gt;
[[File:CSGO SSG-08 Removing.jpg|thumb|none|600px|Having done something of which He Is Not Proud, our watchful guardian quickly gets rid of the old, incriminating magazine...]]&lt;br /&gt;
[[File:CSGO SSG-08 Reloading.jpg|thumb|none|600px|...and slaps in a new one, assured that the old magazine will never be found in his inexplicable bag of eight additional ones.]]&lt;br /&gt;
[[File:CSGO SSG-08 Chambering.jpg|thumb|none|600px|This being a rifle built on the AW's animations, the reloading routine is completed with a third, distinct bolt-cycling animation. As is this section.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G3SG/1 ==&lt;br /&gt;
As in previous games, the [[G3|Heckler &amp;amp; Koch G3SG/1]] fills the role of the Terrorists' DMR, opposite the CTs' [[FN SCAR|FN SSR]]. It has olive drab furniture and lacks a bipod. Presumably for balance reasons, the weapon's full-auto fire rate is significantly reduced in-game (240 RPM versus the real steel's 500-600), to the point where it seems like rapid semi-auto (the player character uses it in semi-auto, and visibly pulls the trigger repeatedly when the player holds down the fire key for full-auto fire). At $5,000, it is the second-most expensive weapon available to the Terrorists, and is quite heavy, though its excellent accuracy, damage (a consistent 2-shot kill, or one in the head, regardless of armor), wall-penetration capabilities, and volume of fire compared to other sniper rifles make it incredibly effective for those willing to take the financial risk. For no discernible reason, it comes with 90 rounds in reserve by default, which translates to exactly 4 full magazines and one half-loaded ones.&lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSGO G3SG1 Inspection.jpg|thumb|none|600px|Inspecting the G3SG/1's model. Note the F-E-S selector markings instead of the actual weapon's S-E-F. This was likely caused by the weapon being modeled with the safety on; rather than changing the model, Valve decided to change the texture, such that what was formerly &amp;quot;safe&amp;quot; is now &amp;quot;auto&amp;quot;.]]&lt;br /&gt;
[[File:CSGO G3SG1 Right.jpg|thumb|none|600px|Bizarrely, the markings on the right side are still S-E-F; one can only assume that the developers forgot, since this side of the weapon is seldom seen in normal gameplay.]]&lt;br /&gt;
[[File:CSGO G3SG1 Drawing.jpg|thumb|none|600px|Drawing the G3SG/1 with a quick yank of the charging handle...]]&lt;br /&gt;
[[File:CSGO G3SG1.jpg|thumb|none|600px|...which apparently didn't get the memo that it's supposed to fold.]]&lt;br /&gt;
[[File:CSGO G3SG1 Aiming.jpg|thumb|none|600px|Looking through the scope at one of the rifle's captive brethren.]]&lt;br /&gt;
[[File:CSGO G3SG1 Firing.jpg|thumb|none|600px|Lashing out in a fit of rage at the injustice of this world, and attempting to free the caged rifle, barely even noticing the incorrect reciprocating charging handle.]]&lt;br /&gt;
[[File:CSGO G3SG1 Reloading.jpg|thumb|none|600px|The rifles being a static part of de_cache's scenery, this attempt is met with little success. Though the fact that the rifle's magazine apparently isn't loaded probably didn't help.]]&lt;br /&gt;
[[File:CSGO G3SG1 Charging.jpg|thumb|none|600px|Chambering one of these nonexistent rounds with a pull of the eternally-disobedient charging handle.]]&lt;br /&gt;
[[File:CSGO G3SG1 Left.jpg|thumb|none|600px|Examining the left side of the G3SG/1...]]&lt;br /&gt;
[[File:CSGO G3SG1 Top.jpg|thumb|none|600px|...and, in keeping with its desire to defy absolutely every convention known to man, the top of the scope; the weapon's right side is never seen in first-person.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SCAR#FN SSR|FN SSR (Sniper Support Rifle)]] is included as the Counter-Terrorists' automatic DMR, designated as the &amp;quot;SCAR-20&amp;quot; (a mixture of the SCAR family name, and the weapon's U.S. military designation of &amp;quot;Mk. 20 Mod. 0&amp;quot;). Save for a slight difference in hip fire accuracy and a larger one in reload speed (the G3SG/1 being slightly more accurate when firing without aiming, but taking virtual millennia to reload), the CTs' SCAR and the Terrorists' [[Heckler &amp;amp; Koch G3SG/1|G3SG/1]] are nearly statistically identical in-game, astronomical price and nonsensical ammo count included.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSGO SSR Inspection.jpg|thumb|none|600px|The FN SSR in the inventory model viewer. While still clearly used, the SSR is one of the game's less battered-up weapons. It also has a non-standard, [[M16A2]]-type pistol grip.]]&lt;br /&gt;
[[File:CSGO SSR Drawing.jpg|thumb|none|600px|Loafing around in cs_agency, an FBI operative draws his SSR, apparently seeing fit to vaguely encourage the charging handle to move backwards instead of actually pulling it.]]&lt;br /&gt;
[[File:CSGO SSR.jpg|thumb|none|600px|With this done, he proceeds to engage in yet more loafing.]]&lt;br /&gt;
[[File:CSGO SSR Aiming.jpg|thumb|none|600px|Bored, he uses the scope's higher magnification level to carefully examine a suspicious-looking potted plant.]]&lt;br /&gt;
[[File:CSGO SSR Left.jpg|thumb|none|600px|Before taking the shot, he double-checks to make sure that his rifle's safety is off, which it both is and isn't; as with the G3SG/1, the selector lever is pointed to where &amp;quot;S&amp;quot; ''should'' be, but that position has instead been re-marked &amp;quot;A&amp;quot;. This is bizarre it and of itself; the SSR normally uses a 2-position safe/semi trigger group, so one would have attach a normal [[SCAR-H]] lower receiver to an SSR upper to achieve this.]]&lt;br /&gt;
[[File:CSGO SSR Right.jpg|thumb|none|600px|Which might be why the upper and lower receivers aren't the same color, come to think of it.]]&lt;br /&gt;
[[File:CSGO SSR Firing.jpg|thumb|none|600px|Satisfied with his inspection, the FBI operative takes the shot. Or rather, the shots, since aiming apparently isn't a part of this whole ordeal anymore.]]&lt;br /&gt;
[[File:CSGO SSR Ejecting.jpg|thumb|none|600px|Having emptied his magazine, the CT dumps it out, while noting the complete lack of a follower.]]&lt;br /&gt;
[[File:CSGO SSR Reloading.jpg|thumb|none|600px|Next, he inserts what is most certainly a new, fresh, ammunition-filled magazine, and absolutely not just the same mag that he dropped off of the bottom of the screen for a few seconds.]]&lt;br /&gt;
[[File:CSGO SSR Releasing.jpg|thumb|none|600px|And, finally, an open-palmed smack of the bolt release; barring the automagically self-locking charging handle, this animation is lifted directly from the [[Mk. 18 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
As above with the submachine guns, shotguns award extra money on kills, in this case giving out 3x the money ($900 in Competitive Mode and $450 in Casual Mode).&lt;br /&gt;
&lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova|Benelli Nova Tactical]] is an available pump-action shotgun, replacing the previous games' [[Benelli M3]]. Simply called the &amp;quot;Nova&amp;quot;, it has the tightest spread of all the game's shotguns; it's also the cheapest, costing a mere $1,050, though its poor fire-rate and armor penetration make it less effective against enemies who aren't equally strapped for cash. Being the M3's successor, it holds 8 rounds, even though the model has a standard 4-round tube magazine.&lt;br /&gt;
[[File:Nova.jpg |thumb|none|500px|Benelli Nova Tactical - 12 gauge]]&lt;br /&gt;
[[File:CSGO Nova Inspection.jpg|thumb|none|601px|Inspecting the Nova's model. At full size, the trademark on the side of the receiver can be seen; this reads &amp;quot;[!] BENETTI&amp;quot;, an obvious spoof of the correct &amp;quot;Benelli&amp;quot;.]]&lt;br /&gt;
[[File:CSGO Nova.jpg|thumb|none|601px|The Nova Tactical in first-person.]]&lt;br /&gt;
[[File:CSGO Nova Firing.jpg|thumb|none|601px|Firing the Nova at a glass observation booth to protest it not being enterable, and creating an impressive shower of sparks in the process.]]&lt;br /&gt;
[[File:CSGO Nova Cycling.jpg|thumb|none|601px|Following this somewhat pointless expression of anger, our misguided protestor ejects a shell. Note that the shotgun is held at an angle when ejecting spent shells...]]&lt;br /&gt;
[[File:CSGO Nova Pumping.jpg|thumb|none|601px|...as opposed to when it's drawn (or reloaded), where it's held level.]]&lt;br /&gt;
[[File:CSGO Nova Left.jpg|thumb|none|601px|Inspecting the Nova; the shotgun's false trademarks can also be seen here, albeit with some difficulty (though certain skins make it easier).]]&lt;br /&gt;
[[File:CSGO Nova Right.jpg|thumb|none|601px|The shotgun's other side. What appears at first to be an odd discoloration on the bolt is actually the player character's left glove; for some reason, part of the bolt is transparent, allowing the wielder's hands to be seen through it.]]&lt;br /&gt;
[[File:CSGO Nova Reloading.jpg|thumb|none|601px|Celebrating a victory over absolutely nothing by cramming twice as many shells into the magazine tube as it can actually hold.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns|Benelli M4 Super 90]] returns from prior ''CS'' games, now known as the &amp;quot;XM1014&amp;quot; (its US military designation during trials; once it was actually adopted, it became known as the &amp;quot;M1014&amp;quot;). It is the most expensive shotgun in the game (costing $2,000); conversely, it is also the weakest, dealing less damage per pellet than its competitors and firing 6 pellets per shot instead of the usual 8 or 9. However, it balances this out with a decent capacity (a correct 7 rounds), relatively good accuracy, and the highest rate of fire in its class by a substantial margin at 171 RPM. Interestingly, while both its description and its in-game behavior would suggest that it is erroneously depicted as fully-automatic (i.e. holding down M1 produces continuous fire), its animations show the player character pulling the trigger with each shot; this, coupled with the low rate of fire, suggest it to (correctly) be semi-automatic in-game.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:CSGO XM1014 Inspection.jpg|thumb|none|600px|Inspecting the M4 Super 90. Note the magazine tube; while it, unlike many games, is an appropriate 7-shot tube, it appears to be a 4-shot civilian tube with an aftermarket extension rather than a factory 7-rounder (compare with the image above).]]&lt;br /&gt;
[[File:CSGO XM1014 Drawing.jpg|thumb|none|600px|An IDF operative drawing his XM1014, perched high atop a parked HMVW on de_shortdust. Unlike the game's other weapons, this is simply a draw animation, with no extra cocking required.]]&lt;br /&gt;
[[File:CSGO XM1014.jpg|thumb|none|600px|Idling with the shotgun.]]&lt;br /&gt;
[[File:CSGO XM1014 Shell.jpg|thumb|none|600px|Inspecting the Benelli starts out with a (blink-and-you'll-miss-it) shell falling out the bottom of the receiver for some reason...]]&lt;br /&gt;
[[File:CSGO XM1014 Left.jpg|thumb|none|600px|...followed by a display of some downright appalling trigger discipline...]]&lt;br /&gt;
[[File:CSGO XM1014 Right.jpg|thumb|none|600px|...and, finally, a charging handle that everyone seems to have forgotten about.]]&lt;br /&gt;
[[File:CSGO XM1014 Firing.jpg|thumb|none|600px|Growing restless, the operative decides to conduct the world's most pointless door breaching exercise.]]&lt;br /&gt;
[[File:CSGO XM1014 Reloading.jpg|thumb|none|600px|Reloading the XM1014. While the extra shells in the hand look neat, they're just for show; the actual shell being loaded is separate from the 3 in the hand, which are always present regardless of how many the player character needs and/or has. They also have struck primers and lack rims, as with the other shotguns; topping this all off is the fact that the bolt is never racked at any point in this animation, even when the weapon runs empty, which'd realistically render it unable to fire (since there'd be no round chambered).]]&lt;br /&gt;
[[File:CSGO XM1014 World.jpg|thumb|none|600px|A close look at the Benelli outside of the player character's hands reveals some interesting things; namely, there's a shell sitting on top of the loading gate...]]&lt;br /&gt;
[[File:CSGO XM1014 Bot.jpg|thumb|none|600px|...and that bots seem to have as much difficulty understanding the concept of a pistol grip on a shotgun as they do navigating small rooms with furniture in them.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A sawed-off [[Remington 870]] is the second pump-action shotgun featured in-game, available to the Terrorist faction; in-game, it is referred to simply as the &amp;quot;Sawed-Off&amp;quot;. It offers a low cost (only $1,100), an unrealistically high capacity for a sawed-off shotgun (7 rounds instead of 4 for this length of tube), and the highest damage in its class, but fire rate is rather low, its weight is somehow higher than any of the other shotguns, and it has the poorest accuracy and lowest range of any firearm in the game, making it lethal in close quarters but ineffective at distance.&lt;br /&gt;
[[File:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawn-off barrel and stock - 12 gauge]]&lt;br /&gt;
[[File:CSGO 870 Inspection.jpg|thumb|none|600px|The Remington 870 in the inventory model viewer; unlike the image above, a portion of the stock is retained on this version, forming a bell shape at the base of the grip.]]&lt;br /&gt;
[[File:CSGO 870 Drawing.jpg|thumb|none|600px|Drawing the truncated 870 on ar_shoots, a process which consists of a dramatic over-the-shoulder pull, followed by a rack of the pump.]]&lt;br /&gt;
[[File:CSGO 870.jpg|thumb|none|600px|Suddenly realizing how alone he is in the world, the pirate stares off into the distance idly with his sawn-off.]]&lt;br /&gt;
[[File:CSGO 870 Left.jpg|thumb|none|600px|Quickly trying to avert his focus, the pirate decides to take a look at his shotgun. One of the game's more battered-up weapons, with visible wear marks, scratches, and light surface rust all over.]]&lt;br /&gt;
[[File:CSGO 870 Right.jpg|thumb|none|600px|Flipping the 870 over to the other side, showing off its unique one-handed inspection pose.]]&lt;br /&gt;
[[File:CSGO 870 Firing.jpg|thumb|none|600px|Blasting away at a... small, corrugated metal hut-thing? I guess?]]&lt;br /&gt;
[[File:CSGO 870 Cycling.jpg|thumb|none|600px|Working the action. Note that, despite the pump not being all the way back, a spent shell has already been ejected; the effect seems to trigger a few frames too early.]]&lt;br /&gt;
[[File:CSGO 870 Reloading.jpg|thumb|none|600px|Loading in some shells. It's a bit hard to see here, but the text on the side of the receiver reads &amp;quot;Relphington 808 EXPRESS MAGNUM&amp;quot;, a copyright-dodging play on the real weapon's name. The use of magnum (i.e. 3-inch, or 76mm) 12 gauge shells would explain the weapon's tremendous damage, but renders the 7-round capacity all the more ludicrous.]]&lt;br /&gt;
[[File:CSGO 870 Pumping.jpg|thumb|none|600px|The reload, regardless of whether or not it was from empty, is concluded with another pump, albeit a bit less dramatic than those of the drawing and firing animations.]]&lt;br /&gt;
&lt;br /&gt;
==Techno Arms MAG-7==&lt;br /&gt;
The [[Techno Arms MAG-7]] appears in-game as the &amp;quot;MAG-7&amp;quot;, serving as the CT equivalent to the Terrorists' sawed-off [[Remington 870]] (i.e. a short-ranged, slow-firing, hard-hitting shotgun); while its capacity is lower than the Sawed-Off's (an appropriate 5 rounds, the lowest of all of the game's shotguns - this makes its reserve ammo count of 32 a bit odd), it is magazine-fed, making empty reloads shorter at the cost of longer partial reloads. It is also slightly more expensive (costing $1,300), does slightly less damage (though not enough so to make any particularly noticeable difference), is slightly lighter, and has notably better accuracy (which makes sense; much of the fabled inaccuracy of short-barreled shotguns comes from the poor state of the muzzle crown created by the process of sawing down the barrel, and professionally-manufactured short-barreled shotguns can be nearly as accurate as longer-barreled ones). Its high damage has more to do with game balance than any sort of logic, however; as normal shotgun shells (typically 2.75 inches, or 70mm) are too long to reasonably fit in a pistol-grip-inserted magazine and still leave the resultant weapon as something that normally-sized human hands can manipulate, the MAG-7 instead uses proprietary 2.36-inch (60mm) shells, with less power than the standard 2 3/4-inch ones.&lt;br /&gt;
[[File:Mag7.jpg|thumb|none|450px|Techno Arms MAG-7 - 12 gauge]]&lt;br /&gt;
[[File:CSGO MAG-7 Inspection.jpg|thumb|none|600px|The MAG-7 in the inventory model viewer. While a bit less beaten-up than most of the other shotguns, there are still some obvious wear marks - it's been heavily, yet respectfully, used.]]&lt;br /&gt;
[[File:CSGO MAG-7 Drawing.jpg|thumb|none|600px|Out on de_sugarcane, a GIGN operative draws his MAG-7 with a dramatic rack of the pump.]]&lt;br /&gt;
[[File:CSGO MAG-7.jpg|thumb|none|600px|He then realizes that he's facing in the complete wrong direction.]]&lt;br /&gt;
[[File:CSGO MAG-7 Left.jpg|thumb|none|600px|Now understandably a bit doubtful of himself, the operative checks to make sure that he's remembered to turn his shotgun's safety off.]]&lt;br /&gt;
[[File:CSGO MAG-7 Right.jpg|thumb|none|600px|And that he hasn't left its bolt at home.]]&lt;br /&gt;
[[File:CSGO MAG-7 Firing.jpg|thumb|none|600px|Finding all his ''canards'' in a row, he's soon blasting a fence with buckshot, and creating a suitably Hollywood-esque shower of sparks in the process.]]&lt;br /&gt;
[[File:CSGO MAG-7 Cycling.jpg|thumb|none|600px|Ejecting a shell, which looks a bit too long for something that's supposed to be 60mm.]]&lt;br /&gt;
[[File:CSGO MAG-7 Removing.jpg|thumb|none|600px|Pulling out an empty magazine...]]&lt;br /&gt;
[[File:CSGO MAG-7 Reloading.jpg|thumb|none|600px|...replacing it with a fresh one (which is, incidentally, also empty)...]]&lt;br /&gt;
[[File:CSGO MAG-7 Pumping.jpg|thumb|none|600px|...and finishing things off with a far less dramatic cycle of the pump handle. Note the nonexistent trigger discipline; this is actually correct, as the MAG-7's pump handle overlaps its trigger guard, so leaving one's finger alongside the trigger guard while working the action could prove to be exceptionally painful.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
''The LMGs in Counter-Strike: Global Offensive provide exceptional suppression due to their high ammo capacity of 100 or 150 rounds, but have high recoil and are highly uncontrollable during sustained fire. They also are hindered by their long reload times.''&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[M249 SAW]] is an available LMG, returning from the previous games; unlike previous games, however, the M249 in ''GO'' has a stock. At $5,200, it is the most expensive weapon in the game (the [[IMI Negev|Negev]] below once was, until its price was cut), and one of the most seldom-bought as a consequence. While its heavy weight and recoil, its slow reload, and the aforementioned price tag discourage most potential users, its massive capacity (100 rounds, half of what the modeled belt box is actually supposed to hold) makes it an excellent choice for suppressing and holding angles - or, at least, it would be, if the less-than-a-third-of-the-price Negev didn't exist.&lt;br /&gt;
&lt;br /&gt;
The M249 also serves as the basis for the sentry guns encountered in the Danger Zone gamemode; these have unlimited ammunition, despite their finitely-sized belt boxes.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW with 200 round belt box - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO M249 Inspection.jpg|thumb|none|600px|Examining the M249's model; as with many of the game's weapons, it looks a bit worse for wear.]]&lt;br /&gt;
[[File:CSGO M249.jpg|thumb|none|600px|An SAS operative silently watches an apartment burn while holding an M249.]]&lt;br /&gt;
[[File:CSGO M249 Firing.jpg|thumb|none|600px|Adding insult to property damage, and dumping dozens upon dozens of rounds of 5.56 into the building. Note that, in a nice touch of detail, the belt visibly shortens as the gun runs out of ammo.]]&lt;br /&gt;
[[File:CSGO M249 Opening.jpg|thumb|none|600px|Reloading the SAW is a rather involved process; it starts with the player character opening the feed tray cover (with their hand actually in the correct position to hit the latches holding it shut, unlike many FPS characters).]]&lt;br /&gt;
[[File:CSGO M249 Removing.jpg|thumb|none|600px|Next, the old belt box is removed; this animation was evidently not designed with the depleting belt in mind.]]&lt;br /&gt;
[[File:CSGO M249 Box.jpg|thumb|none|600px|Following this, a new belt box is attached...]]&lt;br /&gt;
[[File:CSGO M249 Belt.jpg|thumb|none|600px|...the fresh belt is seated into the feed tray...]]&lt;br /&gt;
[[File:CSGO M249 Closing.jpg|thumb|none|600px|...the feed tray cover is slammed shut...]]&lt;br /&gt;
[[File:CSGO M249 Charging.jpg|thumb|none|600px|...and, finally, the charging handle is pulled. This exact animation is also used when the weapon is drawn.]]&lt;br /&gt;
[[File:CSGO M249 Light.jpg|thumb|none|600px|Reloading complete, the operative advances, only to encounter something not even the might of the M249 can destroy.]]&lt;br /&gt;
[[File:CSGO M249 Sentry.jpg|thumb|none|600px|One of the Danger Zone's sentry guns. What's that old expression, again? &amp;quot;Don't bring a hammer to a gunfight?&amp;quot;]]&lt;br /&gt;
[[File:CSGO M249 Receiver.jpg|thumb|none|600px|Later, a substantially better-equipped character happens upon a destroyed sentry gun...]]&lt;br /&gt;
[[File:CSGO M249 Forend.jpg|thumb|none|600px|...the process of which apparently severs the weapon cleanly in two where the barrel meets the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev Commando==&lt;br /&gt;
The [[IMI Negev|IMI Negev Commando]] is a new LMG available in ''CS:GO'', referred to in-game as the &amp;quot;Negev&amp;quot;. Originally, the Negev had a higher ROF than the [[M249]], but did less damage, had larger spread, and was the most expensive weapon in the game at $5,700. The weapon was later reworked with &amp;quot;suppressive&amp;quot; gameplay elements. Specifically, the recoil pattern of the Negev homes in onto a point slightly above the player's crosshair after 10 or more (ludicrously inaccurate) shots, unlike the recoil patterns for most other weapons which wildly fly from left to right. This allows it to shoot extremely accurately as long as the player does not move and prepares the weapon for firing beforehand. Its rate of fire was also cut from 1,000 RPM to just 800, and its price was slashed to $2,000, then again to a measly $1,700.&lt;br /&gt;
[[File:Negev commando.jpg|thumb|none|450px|IMI Negev Commando with 200-round cloth ammo bag and Meprolight red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO Negev Inspection.jpg|thumb|none|600px|The IMI Negev in the inventory model viewer; like the M249, it's rather worn and battered, with some visible surface rust.]]&lt;br /&gt;
[[File:CSGO Negev Drawing.jpg|thumb|none|600px|Guarding a peaceful picnic on de_overpass, a GSG-9 operative draws his Negev with a dramatic yank of the charging handle. As opposed to the manual forward-riding of the M249's charging handle, the Negev's is simply let go, and returns to battery of its own accord.]]&lt;br /&gt;
[[File:CSGO Negev.jpg|thumb|none|600px|This guard duty post would ultimately prove to be a bit pointless, since no terrorists actually showed up. Nor did anybody else.]]&lt;br /&gt;
[[File:CSGO Negev Left.jpg|thumb|none|600px|Growing bored, the operative decides to take a look at his LMG. Notably, the Negev is one of the few weapons in ''Global Offensive'' with non-obfuscated trademarks.]]&lt;br /&gt;
[[File:CSGO Negev Right.jpg|thumb|none|600px|The Negev's other side; the short barrel shows this to be the Commando variant.]]&lt;br /&gt;
[[File:CSGO Negev Firing.jpg|thumb|none|600px|Lashing out in anger at the multicolored balloons for triggering his latex allergies, the operative hoses down much of the picnic area in 5.56. Note that, like its Belgian classmate, the Israeli MG's belt visibly shortens as its remaining ammunition depletes.]]&lt;br /&gt;
[[File:CSGO Negev Opening.jpg|thumb|none|600px|Having successfully exhausted his entire 150-round belt, the operative begins a rather lengthy reload, starting with him popping open the feed tray cover.]]&lt;br /&gt;
[[File:CSGO Negev Removing.jpg|thumb|none|600px|Next, he removes the old ammo box; another trait shared with the M249 is the evident lack of consideration in this phase of the animation for the fact that the belt can deplete.]]&lt;br /&gt;
[[File:CSGO Negev Box.jpg|thumb|none|600px|Following this, a fresh belt box is brought in, complete with a locking block on top that is apparently painted in Vantablack.]]&lt;br /&gt;
[[File:CSGO Negev Belt.jpg|thumb|none|600px|The new belt is then laid into the feed tray...]]&lt;br /&gt;
[[File:CSGO Negev Closure.jpg|thumb|none|600px|...the feed tray cover finally gets some closure...]]&lt;br /&gt;
[[File:CSGO Negev Charging.jpg|thumb|none|600px|...and the charging handle gets racked again. Back to business as usual.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
As with previous games, players may only hold one grenade of each type (except Flashbangs, of which they can hold 2). In Casual Mode, players may hold three grenades, while in Competitive Mode they may hold four.&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is present in the game, being referred to as the &amp;quot;HE Grenade&amp;quot;, despite the actual M67 being a fragmentation grenade; this is supported by their in-game behavior, as they lack any sort of fragmentation effect, relying solely on the explosion itself to deal damage. Each one costs $300, and serves more to do early-round chip damage or to flush out wounded enemies than as an outright killing tool; in fact, the only way to actually kill an uninjured (and unarmored) enemy with a single grenade is to hit them directly, then have the grenade go off at their chest height.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|150px|M67 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CSGO M67 Pile.jpg|thumb|none|600px|The grenade-focused area of the training course includes this rather strange box of M67s; ignoring the serious safety/security risks of just leaving live hand grenades lying around, one has to wonder why so many of them are violating the laws of physics. These never deplete, and serve as an infinite source of grenades to throw.]]&lt;br /&gt;
[[File:CSGO M67.jpg|thumb|none|600px|Holding a baseball, the trainee turns to look at his field.]]&lt;br /&gt;
[[File:CSGO M67 Pulling.jpg|thumb|none|600px|Performing an action that many games seem to forget about (i.e. pulling out the pin)...]]&lt;br /&gt;
[[File:CSGO M67 Throwing.jpg|thumb|none|600px|...and letting a grenade fly.]]&lt;br /&gt;
[[File:CSGO M67 Explosion.jpg|thumb|none|600px|The results are fairly predictable, if a bit misleading as to how effective the grenades actually are in-game.]]&lt;br /&gt;
[[File:CSGO M67 Tossing.jpg|thumb|none|600px|Pressing the alternate fire key with a grenade will result in a slow underhand toss; while it makes sense with some of the less-lethal grenades, it's a bit more concerning with an explosive one.]]&lt;br /&gt;
[[File:CSGO M67 Wave.jpg|thumb|none|600px|Fortunately, the grenades' only means of producing shrapnel is to throw around props (which don't deal damage anyway), so this is slightly less unsafe than it would seem (which explains why there are targets so close to the throwing point). Note the spherical blast wave effect, which presumably helps to reinforce the idea that these are purely HE grenades, and not frag grenades.]]&lt;br /&gt;
[[File:CSGO Stocking.jpg|thumb|none|600px|Interestingly, on cs_militia (where it's perpetually Christmas for some reason), there's an unusable M67 in the leftmost fireplace-hung stocking, alongside a pristine &amp;quot;Lore&amp;quot;-skinned Bayonet, one of the optional reskins of the default knife.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Unlike previous games, where the flashbangs were simply re-textured [[M7 CS gas grenade]]s or [[M18 smoke grenade]]s, ''Global Offensive'''s flashes are more appropriately modeled as [[M84 stun grenade]]s (albeit with one pin instead of two, as is common in games). Costing only $200, the M84 is an excellent tool for entering an occupied area, temporarily blinding any nearby enemies (or teammates, if you're not careful) that look at the explosion, and &amp;quot;deafening&amp;quot; (i.e. replacing all audio with a high-pitched ringing sound) anyone caught in the blast. Uniquely, two flashbangs can be carried at once in Competitive mode, but not in any other gamemode.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade.]]&lt;br /&gt;
[[File:CSGO M84.jpg|thumb|none|600px|Biding time in a bathroom on de_safehouse, a devious terrorist decides to take the &amp;quot;cherry bomb in a toilet&amp;quot; prank up a notch or seven.]]&lt;br /&gt;
[[File:CSGO M84 Pulling.jpg|thumb|none|600px|Giggling excitedly, he yanks out the pin...]]&lt;br /&gt;
[[File:CSGO M84 Pin.jpg|thumb|none|600px|...which does... this...]]&lt;br /&gt;
[[File:CSGO M84 Throwing.jpg|thumb|none|600px|...and throws the grenade in a manner which isn't particularly conducive to anything worthwhile.]]&lt;br /&gt;
[[File:CSGO M84 Tossing.jpg|thumb|none|600px|Realizing his mistake, the terrorist tries again, this time with an underhanded toss. To get an idea of what the grenade's effect looks like, set your cell phone's lock screen to pure, solid white, turn your brightness all the way up, and go to bed with an alarm set for 3:52 in the morning.]]&lt;br /&gt;
&lt;br /&gt;
===Decoy Grenade===&lt;br /&gt;
Decoy grenades are one of ''GO'''s new additions to the ''Counter-Strike'' series. They are identical to flashbangs in shape (only differing in paint scheme, with an orange center band instead of a blue-green one), cost a measly $50 (the single cheapest item in the game) and serve more to deceive enemies than to directly damage or impede them. When dropped, they make the same sounds as an actual flashbang; coupled with their identical silhouette, this can trick enemies into averting their eyes, allowing for faster-than-expected rushes. Following this, they will sporadically create sparks and smoke, whilst playing the firing sound effect of the most powerful weapon that the user had on their person upon throwing the grenade; this creates an enemy mark on the opposing teams' radars (regardless of whether or not anyone has a line of sight to it, unlike an actual player). After around 15 seconds of this, the grenade explodes, dealing a maximum of 5 damage in a minuscule radius; in spite of this, it creates a disproportionately loud noise and large visual blast effect.&lt;br /&gt;
[[File:CSGO Decoy.jpg|thumb|none|600px|Guarding a hostage in a rather dingy-looking bathroom on cs_milita, a terrorist brandishes his decoy.]]&lt;br /&gt;
[[File:CSGO Decoy Pin.jpg|thumb|none|600px|A late frame in the pin-pulling animation (shared between all of the game's grenades, rather obviously barring the Molotov Cocktail); at full size, it can be seen that the pin correctly has split wires extending to either side, which serve to help securely hold it in place. Unfortunately, this also means it's an error, since the way that these work is that they have to be bent flat while pulling out the pin.]]&lt;br /&gt;
[[File:CSGO Decoy Throwing.jpg|thumb|none|600px|Undeterred by this, the terrorist decides to try and break a gunshot-sensitive section of wall with his decoy's fake gunshots.]]&lt;br /&gt;
[[File:CSGO Decoy Sparking.jpg|thumb|none|600px|For a number of rather obvious reasons, this doesn't work, leaving the grenade sparking and &amp;quot;shooting&amp;quot; on the bathroom's tiled floor.]]&lt;br /&gt;
[[File:CSGO Decoy Tossing.jpg|thumb|none|600px|After engaging in a bit of ''*ahem*'' healthy, therapeutic release of anger, the terrorist gently tosses another decoy that he illegitimately acquired onto the floor...]]&lt;br /&gt;
[[File:CSGO Decoy Explosion.jpg|thumb|none|600px|...and watches its simultaneously over- and under-whelming explosion.]]&lt;br /&gt;
&lt;br /&gt;
==Model 5210 Smoke Grenade==&lt;br /&gt;
Replacing prior games' retextured [[M7 CS gas grenade]]s and [[M18 smoke grenade]]s, the smoke grenades in ''Global Offensive'' are [[Model 5210 Smoke Grenade]]s. Costing $300, smoke grenades are a critical tool for blocking enemy lines of sight, as well as one's own movements and/or hiding spots. They can also extinguish flames from incendiary grenades and Molotov cocktails; while a bit more on the &amp;quot;gamey&amp;quot; side of things in terms of its reliability and speed, this does make some sense, as the smoke could serve to displace nearby oxygen, cutting off the fire's supply. This does not, however, explain how player characters themselves can stand in smoke indefinitely without any problems breathing whatsoever.&lt;br /&gt;
[[File:Model 5210 White Smoke.jpg|thumb|none|150px|Model 5210 White Smoke Grenade]]&lt;br /&gt;
[[File:CSGO 5210.jpg|thumb|none|600px|Admiring de_nuke's underground reactor room, a counter-terrorist clutches his Model 5210.]]&lt;br /&gt;
[[File:CSGO 5210 Pulling.jpg|thumb|none|600px|Deciding that he should be the only one who can bear witness to such beauty, the operative pulls the pin...]]&lt;br /&gt;
[[File:CSGO 5210 Throwing.jpg|thumb|none|600px|...and lets a grenade fly. Note that the pin and spoon are correctly shown as absent on the thrown model; interestingly enough, the area underneath where the spoon would normally sit is slightly darker than the rest of the grenade, as if it were always in the spoon's shadow.]]&lt;br /&gt;
[[File:CSGO 5210 Smoke.jpg|thumb|none|600px|The smoke cloud produced by a grenade; despite being labeled as white smoke grenades, the smoke that they release in-game is gray. It lasts for 18 seconds, and is released near-instantaneously, creating the pressure wave effect seen here for some reason.]]&lt;br /&gt;
[[File:CSGO 5210 Tossing.jpg|thumb|none|600px|Realizing that he's made himself unable to see the reactor in the process, the counter-terrorist sadly tosses another smoke on the ground; this is one of the only grenades where this function is actually particularly useful.]]&lt;br /&gt;
&lt;br /&gt;
===Incendiary Grenade===&lt;br /&gt;
The CTs' incendiary grenades share a model with the Model 5210 smokes, but use different textures that incorrectly state them to be [[AN/M14 incendiary grenade]]s. Incendiary grenades provide incremental damage to the target whilst in the flame, but their biggest appeal is the ability to detour and even hold back the opposing team from approaching a certain area for about 10 seconds. When used in conjunction with the rest of one's team, it is possible to keep the opposing team from approaching a certain area for almost a minute. The Terrorist team uses nearly functionally-identical Molotov cocktails, which cost $200 less ($400 instead of the incendiaries' $600 price tag). Due to this functional identicality, the incendiary grenades oddly detonate on impact, and do so with a glass-breaking sound. Their behavior as antipersonnel/area-denial munitions is also not really in line with the purpose of most modern incendiary grenades; the AN/M14, for instance, is not so much a proper grenade as it is a convenient, pre-packaged can of thermite meant for destroying enemy equipment.&lt;br /&gt;
[[File:CSGO Incendiary.jpg|thumb|none|600px|Out in the cold on cs_office, an FBI SWAT member eyes a suspicious-looking snowman while holding his not-an-AN/M14.]]&lt;br /&gt;
[[File:CSGO Incendiary Pulling.jpg|thumb|none|600px|Taking no chances, he pulls out the pin...]]&lt;br /&gt;
[[File:CSGO Incendiary Throwing.jpg|thumb|none|600px|...and makes Frosty a fair bit less so. Note the fire coming out of the top of the grenade, presumably a side-effect of it using the Molotovs' code as a base.]]&lt;br /&gt;
[[File:CSGO Incendiary Fire.jpg|thumb|none|600px|Watching the world burn, in a manner rather inconsistent with how the AN/M14 is supposed to work.]]&lt;br /&gt;
[[File:CSGO Incendiary Tossing.jpg|thumb|none|600px|The CT then makes a rather serious miscalculation. Note that, in spite of the animation of it being pulled, the thrown model of the incendiary grenade still has a pin and a spoon; this may be another result of it sharing code with the Molotovs.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Advanced Taser M26==&lt;br /&gt;
A fictional model of Taser known as the &amp;quot;Zeus x27&amp;quot;, based on the [[Taser|Advanced Taser M26]], is available to both teams, bought from the &amp;quot;Gear&amp;quot; buy menu screen (alongside other equipment, such as body armor and helmets) and equipped in the same slot as the knife (pressing the knife slot key switches between the knife and the taser). It costs $200, and awards exactly zero for a kill, the only weapon in the entire game with such a property. Its behavior in-game is somewhat bizarre; compared to an actual Taser, it has an incredibly short effective range (only being able to hit enemies within roughly the same distance as a knife); outside of a ''very'' small window at the extreme edge of its range where it will deal heavy, yet non-fatal damage, it is a guaranteed instant kill upon use. After said use, it is discarded immediately, lacking any sort of ability to reload. Prior to a patch, the Zeus couldn't be bought in Competitive mode; prior to another, later one, the Zeus could be picked up through walls when dropped, allowing it to be used as a way of detecting hiding enemies.&lt;br /&gt;
&lt;br /&gt;
A rather strange rechargable version was available in &amp;quot;Stab Stab Zap&amp;quot; gamemode, active during the Operation Hydra season. On this model, the green decal on the back of the gun was replaced with a charging indicator; after firing, the charging bar emptied and filled back up for 30 seconds, after which it could be fired again. A real taser fires non-reusable darts, and can be reloaded by switching out the cartridge, but this behavior is not emulated by either of the two in-game variants.&lt;br /&gt;
[[File:AdvancedM26.jpg|thumb|none|350px|Advanced Taser M26]]&lt;br /&gt;
[[File:CSGO X27 Inspection.jpg|thumb|none|600px|The &amp;quot;Zeus x27&amp;quot; (or &amp;quot;Zeuss&amp;quot;, if the markings are anything to go by) in the inventory model viewer. The main modifications to the original design are in general profile, being somewhat more pistol-shaped than the original; this was likely done to reuse the existing hand positions for the in-game pistols.]]&lt;br /&gt;
[[File:CSGO X27 Drawing.jpg|thumb|none|600px|Looking down a sightline rather longer than he's equipped to deal with, a terrorist on cs_assault shows that it doesn't reuse ''all'' of the pistols' animations; as it rather obviously doesn't have a slide to rack, the Zeus is simply drawn when selected.]]&lt;br /&gt;
[[File:CSGO X27.jpg|thumb|none|600px|That being said, the idle position is more or less identical. Note the HUD icon, which appears to have been referenced from an actual M26.]]&lt;br /&gt;
[[File:CSGO X27 Firing.jpg|thumb|none|600px|Firing the x27 at nothing in particular; the panels at the front of the cartridge fly out, a bright blue flash appears, and that's about it.]]&lt;br /&gt;
[[File:CSGO X27 Attacking.jpg|thumb|none|600px|Frying an unsuspecting FBI operative; when fired at an enemy (or anything within range, really), the Zeus produces a visual effect of two bright, glowing lines from muzzle to target, presumably meant to represent a Taser's pair of barbed wires. Exactly why these don't show up when firing into open air isn't really clear, though given its short range, visual effects, and non-non-lethal properties, it wouldn't be too much of a stretch to say that it's actually supposed to be conducting electricity over open air instead of wires.]]&lt;br /&gt;
[[File:CSGO X27 Dropped.jpg|thumb|none|600px|Once fired, the Zeus is unceremoniously dropped on the floor, with its name appearing whenever the player hovers their crosshair over it up close; despite having just been fired, the two panels at the front of the cartridge are still present and intact.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A Beretta 92FS is present on a sign on the map Bank.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:CS_GO_Beretta_Sign.jpg|thumb|none|600px|A terrorist contemplates the &amp;quot;No Weapons&amp;quot; sign on the side of a bank.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
A 3rd-gen compact Glock appears on a sign on the map Office.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|350px|Glock 19 - 9x19mm]]&lt;br /&gt;
[[File:CSGO Glock Sign.jpg|thumb|none|600px|&amp;quot;No firearms allowed on premises? Aw, shucks. Oh well, I guess we'll just terrorize some other place that lets us bring guns there.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR ==&lt;br /&gt;
The [[FN SCAR-L]] does not appear in the game itself, but is featured on the logo.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Csgo_logo.jpg|thumb|none|600px|The old Scaleform CSGO intro. Note the game icon; the silhouette of a SCAR Mk.16 can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The [[Browning M2]] is seen mounted on APC environmental props in a few different maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:Csgo_m2.jpg|thumb|none|600px|An M2 mounted on an FBI Hostage Rescue Team's APC in Militia.]]&lt;br /&gt;
&lt;br /&gt;
==DShKM==&lt;br /&gt;
Some technicals can be found as environmental props on a few different maps. They are mounted with low-detail [[DShKM]] machine guns.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CS GO Technical.jpg|thumb|none|600px|A terrorist notices the DShKM, and immediately wishes that it was usable.]]&lt;br /&gt;
[[File:CS GO Technical Scoped.jpg|thumb|none|600px|A close-up, as seen through a scope.]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the map de_cbble. They are purely decorative, and cannot be used.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|500px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:CSGO Cobble Cannon.jpg|thumb|none|600px|A counter-terrorist examines both his CZ-75 Automatic and one of the castle's 2 cannons, both of which are located at Bombsite A.]]&lt;br /&gt;
&lt;br /&gt;
{{Counter-Strike Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Lynxoid</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1289077</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1289077"/>
		<updated>2019-08-13T00:10:17Z</updated>

		<summary type="html">&lt;p&gt;Lynxoid: Changed AK denominations to take into account the warsaw pact rails visible on them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= September 2018&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=New World Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, lager maps usable vehicles, new reload mechanics and much more features to come. The game released on December 12, 2018, following a free Open Beta weekend.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side has no such luxury.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available to the Insurgent faction rather than the Security (although it is not inaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 Supply.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|650px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|650px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|650px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|650px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgent sidearm. It costs 1 Supply.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|650px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|650px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|650px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|650px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The classic .45 [[M1911]] returns as the Insurgent's equivalent to the Security's more modern M1911-based pistols. It costs 2 Supply and is currently the hardest-hitting Insurgent pistol.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|650px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|650px|Sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|650px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|650px|Preparing to hit the slide release on an empty M1911.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911, it costs 2 Supply and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|650px|Holding the M1911's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|650px|Iron sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|650px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|650px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17.&amp;quot; In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that that was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80, the pistol in-game is built off of said parts kit (specifically the V2 model), its the addition of an aftermarket slide with diagonal cocking serrations.&lt;br /&gt;
[[File:Glock-17Gen4.jpg|350px|thumb|none|Glock 17 Gen 4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|650px|The operator takes his Glock out to the range to celebrate their reunion after Content Update 1.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|650px|Iron sights.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|650px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|650px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available to the Insurgents. It is the weakest Insurgent pistol, but also costs 0 Supply.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|650px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|650px|The Makarov's sights.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|650px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|650px|An empty Makarov recieves a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its UK Army designation of L106A1. It is the most expensive pistol currently available, costing 3 Supply.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|650px|The operator with his P226.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|650px|Iron sights.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|650px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|650px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 Supply.&lt;br /&gt;
[[Image:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|650px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|650px|Iron sights.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|650px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|650px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security forces' Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra Supply. The base gun costs 4 Supply.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg|400px|thumb|none|H&amp;amp;K MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|650px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|650px|The operator checks his sight alignment.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|650px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 3 Supply, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra Supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI UZI - 9x19mm]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|650px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|650px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|650px|Reloading gives the operator an opportunity to show off the details on his Uzi, as well as the fully extended stock.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|650px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The March 2019 Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. &lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|650px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|650px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|650px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|650px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The March 2019 Content Update provided Security forces with the [[MP5A5]].&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|650px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|650px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|650px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|650px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, the Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Alpha AK==&lt;br /&gt;
The Alpha AK, a customized [[AK-47|AK]] used by the Russian Spetsnaz Alpha Group and featuring a Zenit RIS handguard and a railed dust cover, is a new Insurgent weapon in ''Sandstorm'' available to the Insurgent Adviser class. It is fitted with a Tromix extended charging handle, and is stated to be chambered in 7.62x39mm via in-game stats, despite being clearly modeled with a 5.45x39mm magazine.&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK - 5.45x39mm]]&lt;br /&gt;
[[File:SandstormAlphaAK1.jpeg|thumb|none|650px|A tacticool AK on the range.]]&lt;br /&gt;
[[File:SandstormAlphaAKsights.jpeg|thumb|none|650px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:SandstormAlphaAKreload1.jpeg|thumb|none|650px|Rocking in a new magazine. Fast reloads for all AK family weapons have the player character knocking out the old magazine with the new.]]&lt;br /&gt;
[[File:SandstormAlphaAkempty.jpeg|thumb|none|650px|Pulling back the custom charging handle. On fast empty reloads, the player character will rack the charging handle with their left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game. It is called an AK-74 despite the Warsaw pact Rail on the side of the weapon making it in reality an AK-74N. The rifle costs 4 Supply and is usable by the Insurgents' Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|650px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|650px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|650px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|650px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns in the sequel. It is called an AKS-74U despite the Warsaw pact Rail on the side of the weapon making it in reality an AKS-74UN. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 Supply.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|650px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|650px|Sights.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|650px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|650px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. It is called an AKM despite the Warsaw pact rail on the side of the receiver making it an AKMN. However the dovetail rail is not a first generation rail as seen on the real AKMN, probably the devs did not want to make a new model for it and just imported it from the AK-74N. The rifle is one of the cheapest Insurgent weapons available, costing 3 Supply. It is usable by the Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|650px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|650px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|650px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|650px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] appears as a new weapon for the Security class, available to the Commander, Observer, Rifleman and Demolitions classes. &lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:InsurgencySandstormVHS2.jpg|thumb|none|650px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:InsurgencySandstormVHS2sights.jpg|thumb|none|650px|Aiming the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:InsurgencySandstormVHS2reload.jpg|thumb|none|650px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:InsurgencySandstormVHS2reload2.jpg|thumb|none|650px|Before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 Supply. It is usable by the Security Rifleman, Demolitions, Officer, and Observer classes.&lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SandstormM4.jpeg|thumb|none|650px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:SandstormM-4sights.jpeg|thumb|none|650px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:SandstormM-4reload.jpeg|thumb|none|650px|Inserting a STANAG magazine.]]&lt;br /&gt;
[[File:SandstormM-4empty.jpeg|thumb|none|650px|The operator presses the bolt release upon finishing an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it is somewhat higher-cost than basic rifles for the Security forces, though costs only 4 Supply. It can only be used by the Security Breacher and Advisor classes.&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:SandstormMK18.jpeg|thumb|none|650px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:SandstormMK18sights.jpeg|thumb|none|650px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:SandstormMK18reload.jpeg|thumb|none|650px|Inserting a Magpul PMAG into the MK18.]]&lt;br /&gt;
[[File:SandstormMK18empty.jpeg|thumb|none|650px|The operator presses the bolt release on an empty reload while observing the bolt going into battery.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics. It costs 3 Supply, and is usable by the Insurgent Rifleman, Demolitions, Officer, and Observer classes. The M16A2 also gains a heat shield handguard when a launcher is mounted.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Is_m16a2_1.jpg|thumb|none|650px|An insurgent enjoys the pretty scenery with his M16A2.]]&lt;br /&gt;
[[File:Is_m16a2_6.jpg|thumb|none|650px|Shaking the rifle up and down to get a good view, Sandstorm does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Is_m16a2_2.jpg|thumb|none|650px|Aiming down the 80's vintage iron sights.]]&lt;br /&gt;
[[File:Is_m16a2_3.jpg|thumb|none|650px|Reloading starts by dropping the empty magazine...]]&lt;br /&gt;
[[File:Is_m16a2_4.jpg|thumb|none|650px|...before inserting the new mag, and pressing the bolt release. The fast reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available to the Security forces, costing 3 Supply. It is usable by the Security Rifleman, Demolitions, Observer, and Officer classes.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg‎|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SandstormM16A4-1.jpeg|thumb|none|650px|The operator with a more contemporary M16.]]&lt;br /&gt;
[[File:SandstormM16A4sights.jpeg|thumb|none|650px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:SandstormM16A4reload.jpeg|thumb|none|650px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:SandstormM16A4empty.jpeg|thumb|none|650px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 5 Supply.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:InsurgencySandstormL85A2.jpg|thumb|none|650px|Playing around on the range with the Anglo bullpup in question.]]&lt;br /&gt;
[[File:InsurgencySandstormL85A2WithRail.jpg|thumb|none|650px|As said above, adding a foregrip or laser/light will swap the plastic handguard to the Daniel Defense version.]]&lt;br /&gt;
[[File:InsurgencySandstormL85A2irons.jpg|thumb|none|650px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:InsurgencySandstormL85A2reload.jpg|thumb|none|650px|The reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:InsurgencySandstormL85A2reload2.jpg|thumb|none|650px|Inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:InsurgencySandstormL85A2WHACK.jpg|thumb|none|650px|Before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K. It costs 4 Supply and is available to the Security Rifleman, Demolitions, Officer, and Observer classes. Notably, the G36K is prominently used during the tutorial map.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|H&amp;amp;K G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[File:InsurgencySandstormG36K.jpg|thumb|none|650px|The G36K in all it's melting glory.]]&lt;br /&gt;
[[File:InsurgencySandstormG36Kirons.jpg|thumb|none|650px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:InsurgencySandstormG36Kreload.jpg|thumb|none|650px|The reload starts with a simple grab of the mag...]]&lt;br /&gt;
[[File:InsurgencySandstormG36Kreload2.jpg|thumb|none|650px|Followed by a fresh mag and a tug of the charging handle. The speed reload is similar..]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[Image:InsurgencySandstormQBZ.jpg|thumb|none|650px|A rare sight in most games, the QBZ-03 export model basking in the sun.]]&lt;br /&gt;
[[Image:InsurgencySandstormQBZirons.jpg|thumb|none|650px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:InsurgencySandstormQBZreload.jpg|thumb|none|650px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:InsurgencySandstormQBZreload2.jpg|thumb|none|650px|However shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgent Rifleman, Demolitions, Observer, and Officer. It costs 4 Supply and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 foreend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:InsurgencySandstormFAL.jpg|thumb|none|650px|The FAL in all it's Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an Stg 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:InsurgencySandstormFALirons.jpg|thumb|none|650px|Irons, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.]]&lt;br /&gt;
[[File:InsurgencySandstormFALreload.jpg|thumb|none|650px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:InsurgencySandstormFALreload2.jpg|thumb|none|650px|Before yanking the charging handle, releasing the bolt. The fast reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 Supply.&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg‎|thumb|none|500px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:InsurgencySandstormSCAR-H.jpg|thumb|none|650px|The SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:InsurgencySandstormSCAR-Hirons.jpg|thumb|none|650px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:InsurgencySandstormSCAR-Hreload.jpg|thumb|none|650px|Reloading, first a swap of the mags.]]&lt;br /&gt;
[[File:InsurgencySandstormSCAR-Hreload2.jpg|thumb|none|650px|Before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security forces' Rifleman, Demolitions, Observer, and Officer classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 Supply.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|H&amp;amp;K G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]]&lt;br /&gt;
[[File:InsurgencySandstormG3.jpg|thumb|none|650px|A G3 and its user hide in the shade of some palm trees.]]&lt;br /&gt;
[[File:InsurgencySandstormG3irons.jpg|thumb|none|650px|The irons, set to the 100m open notch.]]&lt;br /&gt;
[[File:InsurgencySandstormG3reload.jpg|thumb|none|650px|In a smart move, the G3's reload starts by opening the bolt and removing the mag.]]&lt;br /&gt;
[[File:InsurgencySandstormG3reload2.jpg|thumb|none|650px|Before inserting the new mag and palming the charging handle down. The fast reload opts for the famous HK slap as well as using the fresh mag to knock out the old one AK style.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security Marksman class and costs 5 Supply.&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:InsurgencySandstormM14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:InsurgencySandstormM14sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;.]]&lt;br /&gt;
[[File:InsurgencySandstormM14reload.jpg|thumb|none|600px|After spraying the country side with 7.62, the marksman swaps mags...]]&lt;br /&gt;
[[File:InsurgencySandstormM14reload2.jpg|thumb|none|600px|Before leaning over and giving the charging handle a rack.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It still has a &amp;quot;paratrooper&amp;quot; barrel, but now it also has its bayonet. Like in the previous game, it uses 20-round magazines although it can use 30 round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of a bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Adviser class.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:InsurgencySandstormSKS.jpg|thumb|none|600px|The SKS, still in the innawoods classic wood stock.]]&lt;br /&gt;
[[File:InsurgencySandstormSKSsights.jpg|thumb|none|600px|Lining the 40's vintage sights on a steel target.]]&lt;br /&gt;
[[File:InsurgencySandstormSKSreload.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:InsurgencySandstormSKSreload2.jpg|thumb|none|600px|Before pulling the charging handle that shouldn't technically be locked back due to the lack of a hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the March 2019 Content Update as the Security Gunner class' second option for LMGs, costing 4 Supply. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_menu.jpg|thumb|none|600px|The weapon select menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B now fitted with the 100-round belt in a box mag, with the bipod deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security Gunner class, costing 3 Supply. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_menu.jpg|thumb|none|600px|The weapon select menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the March 2019 Content Update as another Insurgent primary weapon for the Gunner class costing 4 Supply. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_menu.jpg|thumb|none|600px|The weapon select menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7X scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is the Insurgent counterpart to the M240B, usable only by the Gunner class. It costs 3 Supply and comes only with a 100-round belt with options for optics, barrel attachments and laser sight.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_menu.jpg|thumb|none|600px|The weapon select menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|... then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security Breacher class and costs 2 Supply.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_menu.jpg|thumb|none|600px|The weapon select menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 Supply and is available to the Insurgent Breacher.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_menu.jpg|thumb|none|600px|The weapon select menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalised canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 Supply and can be used with ironsights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security Marksman class.&lt;br /&gt;
[[Image:Remington M24.jpg|500px|thumb|none|M24 sniper rifle - .300 Winchester Magnum]]&lt;br /&gt;
[[File:Sandstorm_M24_menu.jpg|thumb|none|600px|The weapon select menu image of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 2 Supply and is usable by the Insurgent Marksman and Advisor classes. By default is the M91/30 rifle with a straight bolt handle, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. If there is not a scope mounted, the rifle can be used with stripper clips for faster reloading while empty, at the cost of extra Supply.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_menu.jpg|thumb|none|600px|The weapon select menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1.jpg|thumb|none|600px|The Mosin Nagant held idle, far from it's home on the Eastern Front.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_4.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_5.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the operator cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the Holographic seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgent Marksman and Advisor classes. It can be used with a variety of optics, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm_SVD_menu.jpg|thumb|none|600px|The weapon select menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1.jpg|thumb|none|600px|The SVD held idle.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_3.jpg|thumb|none|600px|Performing a fast reloading on a SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_4.jpg|thumb|none|600px|On an empty mag, the operator additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] appears in-game as an optional weapon for the Marksman, as the most expensive rifle for the class.&lt;br /&gt;
[[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:SandstormM82A1.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:SandstormM82A1Irons.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:SandstormM82A1Reload.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 7 more for good measure, the reload begins by swapping the mags with the right hand.]]&lt;br /&gt;
[[File:SandstormM82A1Reload2.jpg|thumb|none|600px|Before yanking the charging handle and letting it go clunk.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett, given to the Insurgent Marksman. Like a few other weapons, the M99 comes with it's own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:SandstormM99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:SandstormM99Irons.jpg|thumb|none|600px|Before banishing the machine's soul and giving us a decent look at it's mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top AR's as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too close to the user or walls will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:SandstormM99Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope, although it shares the same reticle as the Security's 7x scope.]]&lt;br /&gt;
[[File:SandstormM99Reload.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand.]]&lt;br /&gt;
[[File:SandstormM99Reload2.jpg|thumb|none|600px|Before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:InsurgencySandstormMAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:InsurgencySandstormMAAWSsights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:InsurgencySandstormMAAWSreload.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:InsurgencySandstormMAAWSreload2.jpg|thumb|none|600px|Before swapping rounds, relatching the tube and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security Demolition class as their single shot launcher of choice.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:InsurgencySandstormAT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:InsurgencySandstormAT4sights.jpg|thumb|none|600px|The irons of the AT4, simple and effective...]]&lt;br /&gt;
[[File:InsurgencySandstormAT4yeet.jpg|thumb|none|600px|Sadly the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available to the Insurgents as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:InsurgencySandstormPanzerfaust.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:InsurgencySandstormPanzerfaustsights.jpg|thumb|none|600px|The Panzerfaust 3's sight, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:InsurgencySandstormPanzerfaustchuck.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7#RPG-7|RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:InsurgencySandstormRPG7.jpg|thumb|none|600px|The insurgent's favorite, the RPG-7 in all it's glory.]]&lt;br /&gt;
[[File:InsurgencySandstormRPG7sights.jpg|thumb|none|600px|Taking a cue from Far Cry games, the RPG's sights are tilted to give the allusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:InsurgencySandstormRPG7reload.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:InsurgencySandstormRPG7reload2.jpg|thumb|none|600px|Before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' pickup truck. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&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>Lynxoid</name></author>
	</entry>
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