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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3:_Nemesis&amp;diff=1549313</id>
		<title>Resident Evil 3: Nemesis</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3:_Nemesis&amp;diff=1549313"/>
		<updated>2023-01-22T00:51:01Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Colt M4A1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE3.jpg|thumb|right|300px|''Resident Evil 3: Nemesis'' (1999)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 3: Nemesis''''' is the third entry in the survival horror video game series ''[[Resident Evil]]'', and the sequel to ''[[Resident Evil 2]]''. The game was released for the PlayStation in 1999, and was also ported to Windows, Dreamcast, and GameCube. Set just 24 hours prior to the events of ''Resident Evil 2'', the story follows STARS member Jill Valentine as she tries to survive and escape from Raccoon City in the midst of its zombie outbreak. The titular main villain of the game is the Nemesis-T Type, a powerful and intelligent monster derived from the T-103 Tyrant from the first game, sent by the Umbrella Corporation to hunt down any remaining STARS team members in the city before they can escape and potentially further expose Umbrella's involvement with the outbreak.&lt;br /&gt;
&lt;br /&gt;
Other major characters of ''Resident Evil 3'' include soldiers from the Umbrella Biohazard Countermeasure Service, a private army working under Umbrella, made up of mercenaries contracted from around the world. Originally sent to assist the RPD and evacuate civilians, most of the UBCS team sent into the city were obliterated. Notable surviving members include: Carlos Olivera, Nicholai Ginovaef (whose name is a mistranslated form of Nikolai Zinoviev), and Mikhail Victor, aswell as some other minor survivors, most of which do not last too long.&lt;br /&gt;
&lt;br /&gt;
[[Resident Evil 3 (2020 VG)|A remake]] of ''Resident Evil 3'', in the same vein as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], was released in 2020. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
Jill's main weapon is a custom [[Beretta 92FS Brigadier]] made especially for S.T.A.R.S. members, which she has retained even after her resignation from the RPD. The gun features custom grips with the S.T.A.R.S. emblem, a marked slide, a stainless steel barrel, and some other minor modifications. The game refers to the gun as the &amp;quot;M92F Custom&amp;quot;. This is the first time the Samurai Edge was introduced into the franchise and it would later become an icon associated with STARS, ''Resident Evil'' in general, and throughout video game culture. &lt;br /&gt;
&lt;br /&gt;
The in-game document &amp;quot;Fax From Kendo Gun Shop&amp;quot;, found on the fax machine in the S.T.A.R.S. office in the Raccoon Police Station, provides background information on the weapon. Designed by Joe Kendo, brother of Kendo Gun Shop owner Robert Kendo (a character in ''[[Resident Evil 2]]''), these custom Berettas are known as the &amp;quot;M92F S.T.A.R.S. Special&amp;quot;, with the nickname &amp;quot;Samurai Edge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Apart from standard 9x19mm rounds, the gun can also fire enhanced handgun rounds that do more damage and will always stagger enemies on hit (which is particularly useful for tough, fast-moving enemies like the Nemesis and Hunters), although at the cost of rate of fire as the greater recoil causes Jill to fire the weapon slower.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Jill Valentine's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from ''[[Resident Evil 3: Nemesis]]''.]] &lt;br /&gt;
[[Image:RE3 Samurai Edge.jpg|thumb|none|300px|92FS, Samurai Edge Kendo Custom as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== STI Edge  ==&lt;br /&gt;
The [[STI Edge]] is exclusive to Hard mode and is called the &amp;quot;STI Eagle 6.0&amp;quot;. It can be obtained by disabling the Nemesis twice, where he'll drop two separate sets of parts to complete the handgun. The weapon uses 9x19mm rounds, has purple checkered grips, and a pistol scope affixed using a frame-mounted rail, with the gun being mentioned as being specifically modified for competition shooting.&lt;br /&gt;
&lt;br /&gt;
Carlos Olivera also starts with the gun as his sidearm in the Mercenaries minigame. The weapon fires and reloads twice as fast as the standard handgun and the scope allows the weapon to randomly inflict critical damage, which will either instantly kill zombified humans and dogs (by decapitating them), or deal increased damage against tougher enemies. However, it cannot use enhanced ammunition.&lt;br /&gt;
&lt;br /&gt;
Interestingly, STI ''did'' release a model named Eagle in 2012, although with a 5 inch barrel instead of the game's 6 inch.&lt;br /&gt;
&lt;br /&gt;
[[Image:Stiedgestockimage1.jpg|thumb|none|350px|STI Edge - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:RE3 STI Eagle 6.0.jpg‎|thumb|none|400px|STI Edge as seen in RE3. Note the purple grip and pistol scope.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE3N-STI-Jill.jpg|thumb|none|600px|Jill enters the trolley to find Mikhail on the floor, STI Edge in hand.]]&lt;br /&gt;
&lt;br /&gt;
== SIG Pro SP 2009 ==&lt;br /&gt;
The [[SIG Pro SP 2009]] is used by Nicholai Ginovaef in both the main and Mercenaries mini-game, by Carlos in his segment of the main game, and also used by UBCS Supervisor Tyrell Patrick in the hospital after mistaking Carlos for an enemy, implying its status as the UBCS' standard sidearm. It is called the &amp;quot;Merc's Handgun&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
It is functionally identical to Jill's 92FS Samurai Edge pistol with a slightly different firing sound, and can use both standard and enhanced handgun ammo (atleast in Nicholai's case in the minigame). Brad Vickers, the S.T.A.R.S. team's pilot, is also curiously armed with an SP 2009 instead of a Samurai Edge when he is encountered in the bar, as referenced by the dull-grey finish of his sidearm instead of the two-tone black and white finish of the custom handgun. As Jill encounters numerous dead UBCS mercenaries, it's plausible Brad took the one he's using from one of these corpses after losing his own Beretta.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic as the SIG Pro series was introduced in 1999, while the game takes place in September 1998. The gun was however, designed in 1998 and it wouldn't be too far-fetched for Umbrella to make a deal with SIG-Sauer to gain access to their to-be-released lineup in advance. Interestingly enough, there is an unused icon for an alternate handgun that can be found in the game's files, which resembles a [[SIG-Sauer P228]], which implies that Capcom was originally going to give the UBCS more setting-appropriate sidearms before going with the newer SP 2009.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gsg9-1.jpg|thumb|none|350px|SIG Pro SP 2009 - 9x19mm]]‎‎&lt;br /&gt;
[[Image:RE3 SIG Pro SP 2009.jpg|thumb|none|350px|The SIG Pro SP 2009 as seen in RE3.]]&lt;br /&gt;
[[File:RE3-Tyrell-SIGPro2009.jpg|thumb|none|600px|Tyrell aims his SIG Pro at Carlos in the hospital.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 629 Classic ==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Classic]] can be found either in the S.T.A.R.S. Office weapons locker or the locker in the Power Station. The in-game description says the weapon is fitted with weights to reduce recoil, yet the weapon has a heavy recoil anyway. This is Mikhail's primary sidearm in the Mercenaries bonus game.&lt;br /&gt;
&lt;br /&gt;
As the magnum-type handgun in the game, its the most powerful non-explosive weapon available, capable of killing non-boss enemies with a single direct hit and is also capable of dismemberment. Ammunition for it, however, is exceedingly limited (there are only two ammo pickups in the entire game, one from the corpse of a dead mercenary in the park and the last one is at the final phase of the dead factory) and hard to make (it requires a C+C+C gunpowder mixture). While its slightly weaker than the grenade launcher using flame or freeze rounds, the magnum has the benefit of being a powerful hitscan weapon, which makes it very difficult for the Nemesis to dodge frontal shots.&lt;br /&gt;
&lt;br /&gt;
[[Image:SW629BD2.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 Classic with wood grips - .44 Magnum]]&lt;br /&gt;
[[Image:RE3 S&amp;amp;W Model 629 C.jpg|thumb|none|400px|S&amp;amp;W 629 Classic as seen in RE3.]]&lt;br /&gt;
[[Image:STARS2.jpg|thumb|none|500px|''You want STARS? I'll give you STARS!''&amp;lt;br&amp;gt;The 629 in all of its pixelated glory.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power ==&lt;br /&gt;
The [[Browning Hi-Power]] is still depicted as the main duty sidearm of the RPD, as seen during the RPD's last stand in the opening cutscene; this is a continuity nod to ''[[Resident Evil 2]]'', which confusingly takes place ''after'' the events of the first part of the game. As Jill is a member of the elite STARS unit, she is equipped with her custom Beretta 92FS instead, so the Hi Power is not usable in-game.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h49m02s92.jpg|thumb|none|600px| An RPD patrol officer takes aim with his Browning Hi Power at an approaching horde of zombies, while his partner readies their car's shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
Two variants of the [[Remington 870]] are seen in the opening FMV cutscene, the police folder, and the synthetic full-stocked variant with a Surefire dedicated forend weaponlight. All patrol cars seem to have the folding stock variant equipped, while the elite Select Police Force (the successor to the devastated STARS teams from the first game) carry the fixed stock version. In reality, this seems backward, as the folding stock would be much more useful to the close quarters riot police normally encounter, while the fixed stock would be more practical for armed standoffs.&lt;br /&gt;
[[Image:Remington870LONGFolder.jpg|thumb|none|500px|Remington 870 Police Magnum with stock folded and extended magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:Rem870w618Surefire.jpg|thumb|none|500px|Remington 870 with Surefire dedicated forend weaponlight - 12 gauge]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20661).jpg|thumb|none|600px| An RPD patrol officer fires his police-folding Remington 870 with the stock folded; this appears to be accepted doctrine for the RPD as none are ever shown the stock unfolded.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20778).jpg|thumb|none|600px| An SPF officer fires the fixed-stock 870 alongside another patrol cop. He seems to be having a hard time opening fire on what appear to be unarmed civilians, as evidenced by his averted eyes.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
A [[Benelli M3 Super 90]] shotgun with a wooden pistol grip and pump can be found inside the zombie-ridden basement in the uptown alleyway, early in the game. Its also one of the weapons of Mikhail during the Mercenaries minigame. The weapon is reasonably powerful at close range due to it's high damage and wide spread, plus is able to reliably stagger or knockdown non-boss enemies to allow some breathing room.&lt;br /&gt;
&lt;br /&gt;
It can fire modified shells for increased firepower. The modified shells are so powerful, however, that Jill is slightly pushed back a bit after firing a shot.&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE3 Benelli M3.jpg|thumb|none|490px|M3 Super 90 as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester 1892 &amp;quot;Mare's Leg&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] is exclusive to Hard Mode and is incorrectly called the &amp;quot;M37 Western Custom&amp;quot;. The weapon can be obtained after disabling the Nemesis 5 times, where he'll drop two sets of parts to complete the weapon. Its incorrectly depicted as being a 12 gauge shotgun like a [[Winchester Model 1887]]. It cannot use the modified shells, does slightly less damage and has one shell less than the Super 90. But has a faster rate of fire, quicker reload time, and wider shot-spread due to the shorter barrel, making it more effective at clearing rooms of non-boss enemies. &lt;br /&gt;
&lt;br /&gt;
Jill &amp;quot;flip-cocks&amp;quot; the lever mechanism with one hand; unlike most videogames, the lever loop at least appears to have been widened on the inventory icon to accommodate this.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mare'sleg.jpg|thumb|none|400px|Winchester 1892 &amp;quot;Mare's Leg&amp;quot; w/ D lever loop and rounded barrel - .44-40.]]&lt;br /&gt;
[[Image:RE3 Western Custom.jpg‎|thumb|none|450px|&amp;quot;Western Custom M37&amp;quot; as seen in RE3.]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A3 ==&lt;br /&gt;
The [[MP5A3]] with a Navy trigger group is depicted as the main duty weapon of the RPD's Select Police Force. Although the models are somewhat low detailed, they have Navy fire-selector levers but lack the pictogram markings. Several weapons are seen during the RPD's last stand, although none are available in-game.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h08m00s207.jpg|thumb|none|600px| A mismatched line of RPD forces, apparently the only surviving police in the city, attempt to hold the line against a horde of undead in the game's first cutscene. A Browning Hi Power and Remington 870 are seen in the hands of the two patrol officers taking cover nearby.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20576).jpg|thumb|none|600px| A Select Police Force officer fires his MP5 on full auto into an approaching crowd of infected.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20599).jpg|thumb|none|600px| Another shot of the first screen shot.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
Jill starts with a customized [[M4A1 Carbine]] in her inventory on easy mode. In hard mode, it can only be obtained by disabling the Nemesis 7 times (this means he has to be taken down during every combat encounter before the Dead Factory, excluding the cable car ambush), if the main game hasn't been completed yet. Alternatively, an M4A1 with infinite ammo can be obtained by buying it using cash accumulated from completing the Mercenaries minigame. In-game it is equipped with a vertical grip, a bipod, a rear back-up sight, and a red dot sight (the color of the lens of which changes color depending on the firing mode, with red for auto and green for manual), and its ammo is called &amp;quot;Assault Rifle bullets&amp;quot;. Extra ammo is only available for it on Easy Mode, though. &lt;br /&gt;
&lt;br /&gt;
It is erroneously depicted with both a three-round burst and a fully automatic option; M4A1s only have Safe-Semi-Full Auto trigger groups, although a possible explanation for this is that the shooter is firing &amp;quot;manually&amp;quot; in short bursts instead. The gun is fired from the hip if set to auto-mode and fired from the shoulder if set to the &amp;quot;manual&amp;quot; 3-round burst mode. Much like the MAC-11 from the previous game, it's ammunition is listed in percentage and each percent is equal to 3 rounds, so a full 100% magazine is 300 rounds, a tad bit more than the 30 it can hold.&lt;br /&gt;
&lt;br /&gt;
Carlos is armed with an M4A1 in both his playable sequence in the main game as well as the Mercenaries minigame. Mikhail is also equipped with an M4A1 carbine in the main game and depending on events he uses it to kill off both zombies and distract the Nemesis. It is also used by the majority of U.B.C.S. members, none of whom have no aftermarket attachments or any idea what the weapon's sights are for, since literally not one of them decides to fire the gun from the shoulder while shooting. &lt;br /&gt;
&lt;br /&gt;
A curious note about the M4 is that despite it using a rifle cartridge, one which would be comparable in power to the .44 Magnum revolver, the M4 is quite weak, requiring around 8 rounds to dispatch a normal zombie while the 92FS only requires around 4-5 shots and the magnum is capable of taking out everything but boss-type enemies in a single shot. This is likely a balancing measure in response to the percentage-based ammo system automatic weapons use in ''Resident Evil'' games prior to ''4'', as these weapons are primarily designed to deal sustained damage against groups enemies.&lt;br /&gt;
&lt;br /&gt;
Interesting note, all M4s in CGI cutscenes equipped by U.B.C.S. are seen without any modifications, a most notable scene reflect that Mikhail Victor fires it at Nemesis on the streetcar; the two M4A1s in in-game scene and CGI scene are quite different, despite the fact that they must be the same one. The vertical foregrip and bipod seem to be attached via a rail bolted to the hand guard as the rest of the hand guard resembles the standard hand guard and not a R.I.S. hand guard.&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h10m27s61.jpg|thumb|none|600px| Two UBCS Mercenaries attempt to clear the apparently deserted hospital in the game's opening cinematic. This scene also occurs in ''Operation Raccoon City'', where it is revealed they belonged to Nicholai's squad and were abandoned by their NCO to their deaths.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20876).jpg|thumb|600px|none| Another pair of mercenaries explores an alleyway, only to have a hastily constructed barricade give way to more zombies.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20886).jpg|thumb|600px|none| Both mercenaries are forced out of frame...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h11m02s88.jpg|thumb|none|600px|... and only manage to fire their rifles into the air at nothing.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h11m11s96.jpg|thumb|none|600px| A solitary mercenary near the end of the extended opening cutscene is cornered by more zombies, and makes the agonizing mistake of not saving his last bullet for himself, or at the very least aiming down his sights to give him a better chance of breaking out of his situation.]]&lt;br /&gt;
[[File:RE3M4A1Jill1.jpg|thumb|none|600px|Jill aiming the M4A1 from the shoulder in &amp;quot;manual&amp;quot; mode, as she's menaced by a door.]]&lt;br /&gt;
[[File:RE3M4A1Jill2.jpg|thumb|none|600px|Not feeling secure enough, she switches to &amp;quot;auto&amp;quot; mode and aims from the hip.]]&lt;br /&gt;
[[File:RE3N-M4A1-Mikhail-Gameplay.jpg|thumb|none|600px|Mikhail brandishing his M4A1 in the trolley car.]]&lt;br /&gt;
[[File:RE3N-M4A1-Mikhail-Cutscene.jpg|thumb|none|600px|Mikhail looks down at his M4 after it runs dry. Note the excessively slim handguards that appear to be based on the handguards used by older Colt Carbines than the bigger ones unique to the M4A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Law Enforcement Carbine==&lt;br /&gt;
A [[Colt Law Enforcement Carbine]] serves as the inventory icon for the above M4A1.&lt;br /&gt;
[[Image:ColtLawEnforcementCarbine.jpg|thumb|none|500px|Colt Law Enforcement Carbine LE6920 - 5.56x45mm]]&lt;br /&gt;
[[Image:RE3 M4A1.jpg‎|thumb|none|600px|The Colt Law Enforcement Carbine as seen in RE3.]]&lt;br /&gt;
[[File:RE3N-LE6920.jpg|thumb|none|600px|Enlarged image of the Law Enforcement Carbine with its 16&amp;quot; barrel better discernible.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Accuracy International Arctic Warfare ==&lt;br /&gt;
A low-detail [[Accuracy_International_AW#Accuracy_International_Arctic_Warfare|Accuracy International Arctic Warfare-type]] sniper rifle can be seen standing up against machinery in the Incinerator Room, apparently left behind by the deceased Delta Force team Jill finds scattered about the Dead Factory. It is the first sniper rifle in the series, and is unusable to the player.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3-AW.jpg|thumb|none|600px| Jill finds an orphaned and frightened Arctic Warfare in the Dead Factory, but is forced to leave it behind as ''Resident Evil 3'' has pre-rendered backgrounds and is, therefore, not sufficiently advanced enough to let her use a sniper rifle. Then again there's nothing stopping her from just firing it without bother to aim with the sight, since her next opponent is roughly the size of an tank.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Minigun ==&lt;br /&gt;
The same three-barreled Gatling Gun from RE2 returns as an unlockable weapon. It can only be obtained by playing the Mercenaries minigame and buying it for $3,000, where it'll be available in the main game with infinite ammo. Its essentially a slightly more powerful and faster M4A1 with a spread effect. The weapon is effective against non-boss enemies due to it's punishing rate of fire and unlimited ammunition, but requires a second to spool up and turning speed when this weapon is readied is heavily reduced.&lt;br /&gt;
&lt;br /&gt;
[[Image:RE3 Gatling Gun.jpg‎|thumb|none|400px|Minigun as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Hk-p&amp;quot; (Fictional Grenade Launcher) ==&lt;br /&gt;
&lt;br /&gt;
A grenade launcher called the &amp;quot;Hk-p&amp;quot; in-game seems to be based on an [[Smith &amp;amp; Wesson 276 Gas Gun#Defense Technologies 37mm Gas Gun|DefTech 1315]] 37mm gas gun with the addition of a horizontal foregrip, OD furniture, and the tube and folding grenade sight from [[M79 grenade launcher]]. The &amp;quot;Hk-p&amp;quot; is found randomly inside either the locker inside the S.T.A.R.S office or inside a locker in the power plant. Like in most Resident Evil games, it can use many different (and usually fictional) grenades rounds which include: standard (explosive), acid, flame, and nitrogen. According to some sources, the &amp;quot;Hk-p&amp;quot; name refers to its having apparently been developed jointly by [[Heckler &amp;amp; Koch]] and Penn Arms, the latter of which is now part of [[Combined Systems]].&lt;br /&gt;
[[Image:DefTech1315.jpg|thumb|none|450px|DefTech 1315 - 37mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RE3-Grenade-Launcher-Menu.jpg|thumb|none|600px|The &amp;quot;Hk-p&amp;quot; in the inventory screen.]]&lt;br /&gt;
[[File:RE3-Grenade-Launcher-World.jpg|thumb|none|600px|Jill blasts a zombie who refuses to practice social distancing.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
The most powerful single-shot weapon in the game. The [[M202 FLASH]], incorrectly identified as the &amp;quot;M66 Rocket Launcher&amp;quot; (a name seemingly alluding to its 66mm bore) is capable of firing powerful rockets that will kill all non-boss enemies with a single shot, and the Nemesis can be taken down with only two. As is the norm in video games, these are high-explosive rockets, rather than the incendiary rockets that the FLASH actually used. The weapon only has 4 rockets with no spare ammo available, however it is found at a point where there is only one other enemy that merits the use of the rocket launcher, and they are assisted by an even heavier weapon during that fight. The launcher has no elevation animation so it can only be aimed vertically, although through the power of video game magic, the rockets will usually still hit knee-high targets, despite them being too low for the shot to realistically score a hit. The weapon also has a slightly longer draw speed due to it's weight and heavily reduces turning speed (which can be slightly mitigated by using auto-aim, which causes the player to pivot to the next enemy instantly).&lt;br /&gt;
&lt;br /&gt;
A regular non-unlimited rocket launcher can be found in the near the end of the game or an unlimited ammo version can be bought in the Mercenaries bonus game. Mikhail has the same rocket launcher in the Bonus game but this holds 8 rounds as opposed to 4. An unobtainable M202 can also be seen in the Incinerator plant, sitting next to the body of a dead Delta Force operator.&lt;br /&gt;
&lt;br /&gt;
The launcher in the game appears to have been referenced from the prop M202 seen in ''[[Commando]]'' rather than a real weapon, and has a front pistol grip and MP5-like rear grip. This same design would later be used in the [[Resident Evil (2002 VG)|Resident Evil remake]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:CommandoM202Flash-5.jpg|thumb|none|400px|Fake M202 FLASH from ''[[Commando]]'': note the large rectangular sling loops, less curved corners, and thick rims at the front and rear of the launcher.]]&lt;br /&gt;
[[Image:RE3 FLASH.jpg|thumb|none|400px|M202 FLASH as seen in RE3]]&lt;br /&gt;
[[File:RE3USSFM202.jpg|thumb|none|400px|A dead US Special Forces operator with an M202 next to him. It cannot be obtained or inspected, probably meaning all rockets for it has been expended, which would probably be a better explanation for all the dead Tyrants nearby.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The Nemesis is armed with a rocket launcher based on the [[FIM-92 Stinger]] that he uses during certain encounters, which gives him dangerous ranged capabilities as it allows him to snipe at the player at great ranges, though its projectiles can be dodged with either the game's finicky dodge mechanic, shooting him just before he fires a rocket (which causes him to flinch and miss), or ducking to a nearby wall. It is very powerful however and it typically only takes two direct hits to kill even while your status is still ''Fine''. It doesn't help that the Nemesis can launch rockets in quick succession, so he can launch a follow-up shot while you're dazed from the first hit.&lt;br /&gt;
&lt;br /&gt;
The weapon has a limited ammunition count of 6 rockets, which the Nemesis cycles through by &amp;quot;pumping&amp;quot; the weapon over his shoulder after every shot; despite this, there's no clear indication whatsoever as to ''where'' the extra rockets he cycles through are stored. After all the rockets are expended, he'll discard it (which also destroys it in the process) and resort to close combat. &lt;br /&gt;
 &lt;br /&gt;
As with the FIM-92 Stinger in [[Resident Evil 2]], it is erroneously depicted as simply being a direct fire rocket launcher and lacks the top-mounted tracking antenna. The missiles it launches are smaller than the launcher's length, being roughly similar in size to 83mm rockets. The launcher is also much, ''much'' longer than the real-life FIM-92, with a length of over 7 feet, almost as tall as Nemesis. Overall, it appears to be a custom launcher made by Umbrella specifically for his use, as shown in [[Resident Evil: Operation Raccoon City|Operation Raccoon City]], where he gains access to it via weapon crates.&lt;br /&gt;
&lt;br /&gt;
He loses this weapon after the clock tower encounter, due to sustaining heavy damage.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[Image:Nemesis.jpg|thumb|none|400px|The Nemesis and his rocket launcher during a cutscene.]]&lt;br /&gt;
[[File:RE3NMSRL.jpg|thumb|none|400px|The Nemesis in-game with his rocket launcher and angry murder grin on-hand. Note that the launcher is splattered with blood, likely from bashing anyone or anything that got in its way.]]&lt;br /&gt;
[[File:RE3NMSRL2.jpg|thumb|none|600px|Annoyed with Carlos' pinpricks from his M4A1 carbine, the Nemesis decides to swat him away with rocket-propelled force. Here, you see the weapon's projectile mid-flight, which is smaller than what the weapon's size would suggest.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Mikhail uses an [[AN/M14 incendiary grenade]] against Nemesis on the trolley.&lt;br /&gt;
[[File:AN-M14_Incendiary_Grenade.jpg|thumb|200px|none|AN/M14 incendiary grenade. This is a pre-1987 example with the old color scheme (gray body with purple markings), modern examples have a red body with black markings.]]&lt;br /&gt;
[[File:RE3-ANM14.jpg|thumb|none|600px|Mikhail pulls the pin.]]&lt;br /&gt;
&lt;br /&gt;
==Grenade==&lt;br /&gt;
In one version of Tyrell Patrick's death, he's seen detonating a grenade in an attempt to kill Nicholai. &lt;br /&gt;
&lt;br /&gt;
Mikhail will also use the same grenade type in a cutscene if the player comes back to the cable car area before getting all the repair components for it, and destroys the explosive barrel in the area. Here, he'll storm out of the car and kill a group of zombies attempting to breach the perimeter, after a second wave appears; he'll throw a grenade their way and kill the rest of them.&lt;br /&gt;
[[File:RE3-Grenade.jpg|thumb|none|600px|Tyrell pulls out the grenade while Nicholai is distracted. While it fails to kill Nicholai (who survived a 40-foot drop somehow after jumping out of a window to escape) it inadvertently saves Carlos' life.]]&lt;br /&gt;
&lt;br /&gt;
==Bomb==&lt;br /&gt;
In the other version of Tyrell's death, Tyrell opens a booby-trapped safe inside the Raccoon City hospital and gets blown up by what appears to be a brick of C4 attached to an electronic detonator. The same explosives can be seen during Carlos' exit from the hospital, where Nicholai rigged the building with them on a timed detonator to demolish the hospital and bury any potential evidence or survivors located in the building.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3-Safe-Bomb.jpg|thumb|none|600px|Tyrell opens the ''wrong'' safe. Surprisingly despite an explosive charge detonating right in front of his face, his body is still more-or-less intact.]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Mine Thrower&amp;quot; ==&lt;br /&gt;
The Mine Thrower is an fictional break-action, cylinder-fed weapon created by Umbrella that is designed to fire Anti-Personnel SMART mines darts which explode after a short delay or when a creatures comes close to them (or embedded into the creature itself). The explosion however, damages everyone in range, including the shooter. The weapon can be found in the clock tower lobby next to the body of a dead UBCS merc.&lt;br /&gt;
&lt;br /&gt;
If the weapon is given infinite ammo by either the mercenaries minigame or Nemesis' last item drop; the mines will stop acting like mines and instead be miniature seeker missiles that home into enemies and also penetrate through multiple ones, whilst retaining their damage even without detonating. Of note, the Mine Thrower is the only weapon that has no reload animation, despite having spare ammo for it. Even if one has extra mine thrower darts in their inventory, Jill will not automatically reload an empty mine thrower. It must be manually reloaded using the inventory to fire again. However this is likely due to the standard minethrower's feature where reloading will cause all active mines to be deactivated.&lt;br /&gt;
[[Image:RE3-Mine Thrower.jpg|thumb|none|300px|Mine Thrower]]&lt;br /&gt;
&lt;br /&gt;
==Rail cannon==&lt;br /&gt;
An experimental rail cannon, codenamed &amp;quot;'''The Demon Sword of Paracelsus'''&amp;quot;, was used by a US Special Forces team deployed into Raccoon City, for use against any giant BOWs they might encounter in the Incinerator Plant. The weapon is about the size of an APC , and is fed by generators located inside the plant. How exactly they used it against mobile BOWs in an indoor environment is a mystery, but apparently they somehow managed given the amount of T-103 Tyrant corpses in the room (even managing to kill a heavily-mutated Tyrant with his power limiter coat removed).&lt;br /&gt;
&lt;br /&gt;
The weapon is used in the final battle against the Nemesis, who's mutations have turned him into a tank-sized Lovecraftian monstrosity who has grown heavily resistant to small-arms fire. Jill must power up the gun by installing batteries inside the generators, then baiting the Nemesis into getting into the rail cannon's line of fire. Three direct hits from the cannon will kill him, but shooting at the Nemesis helps in lowering the amount of shots needed to kill him, to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3Railcannon.jpg|thumb|none|400px|The rail cannon charging up to fire a shot. There is a corpse of a T-103 Tyrant below it, which makes us wonder if someone just got fed up and dropped the weapon on top of it.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_6&amp;diff=1516665</id>
		<title>Resident Evil 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_6&amp;diff=1516665"/>
		<updated>2022-08-28T11:24:41Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Heckler &amp;amp; Koch UMP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Resident-Evil-6.jpg|thumb|right|300px|''Resident Evil 6'' (2012)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 6''''' (known as ''Biohazard 6'' in Japan) is the eight numbered installment (counting ''Resident Evil Zero'' and ''Code Veronica'') in the ''[[Resident Evil (disambiguation)|Resident Evil]]'' video game series. Developed and published by Capcom, it was released in 2012 for the PlayStation 3 and Xbox 360. It was later released on  Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
The game features four separate story campaigns within an interconnected overearching narrative, starring new and returning characters Leon S. Kennedy, Chris Redfield, Jake Muller, and Ada Wong respectively. All four campaigns can be played in co-op.&lt;br /&gt;
* Leon's story has the player take control of US Secret Service agents Leon S. Kennedy and Helena Harper, who are caught in a new C-virus zombie outbreak in the US city of Tall Oaks, which zombified US president Adam Benford. Leon and Helena must escape from Tall Oaks alive and track down the perpetrators of the zombie outbreak.&lt;br /&gt;
* Chris's story has the player take control of Bioterrorism Security Assessment Alliance (BSAA) operatives Chris Redfield and Piers Nevans, the sole survivors of a disastrous operation to contain a C-Virus B.O.W. attack in the war-torn Eastern European country of Edonia. Chris goes into a self-imposed exile over his failures, and is called back into action by Piers to deal with a new B.O.W. attack in the Chinese city of Lanshiang (a fictional city largely based on Hong Kong).&lt;br /&gt;
* Jake's story follows mercenary Jake Muller (son of Albert Wesker) and US government agent Sherry Birkin (daughter of William Birkin). Sherry is sent on a mission to Edonia to find and extract Jake, whose blood contains antibodies that could become a C-Virus cure. However, they find themselves being pursued by a giant B.O.W. named Ustanak, and the two are forced to work together to escape from Edonia and defeat Ustanak.&lt;br /&gt;
* Ada's story chronicles secret spy Ada Wong's actions across the entire narrative. When playing in co-op, a featureless character known as &amp;quot;Agent&amp;quot; takes the role of Ada's partner, who has no interactions with the story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
'''WARNING: MINOR SPOILERS'''&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 6'' ditches the store and money system found in ''4'' and ''5''. Weapons are exclusively found inside levels, and cannot be upgraded, bought, or sold (missing a chapter's weapon will result it being given to the player at the end of the chapter). Instead of money, &amp;quot;points&amp;quot; can be collected from map drops and enemy drops, which are used to upgrade the player's abilities in-between chapters. Ammo management is simplified in practice, as each of the weapon in the player characters' complete arsenals will have their own ammo type.&lt;br /&gt;
&lt;br /&gt;
Gameplay in ''Resident Evil 6'' involves a mix of tropes from third-person shooters, hack-and-slash games, and light survival horror. There are dedicated keys for dodge, roll, quick melee, and quick fire, of which the latter two consume stamina to use. The contextual melee actions found in ''4'' and ''5'' have been expanded, and players can now even parry enemy moves. Certain weapons have alternate firing modes, which can be toggled with its own key when aiming. There is also a cover mechanic, and a good number of enemies use guns.&lt;br /&gt;
&lt;br /&gt;
Like ''4'' and ''5'', almost every non-scoped weapon is equipped with a laser sight, which is used to assist aiming. The color of the laser sight defaults to red, and can be changed in options. The aiming reticule can also change between crosshair + laser dot or no crosshair + full solid laser.&lt;br /&gt;
&lt;br /&gt;
As a final note, in co-op mode, both players can pick up a copy of the weapons placed in the levels, so weapons are not restricted to the first player who picks them up. Item drops in co-op mode are also independent for each player.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==&amp;quot;Wing Shooter&amp;quot;==&lt;br /&gt;
The &amp;quot;Wing Shooter&amp;quot; is Leon's handgun. It is primarily based on the [[Heckler &amp;amp; Koch VP70|H&amp;amp;K VP70]] with elements of the [[Walther P5]], but longer than both, with the magazine release of a [[Walther P99QA]]. Leon carries two Wing Shooters, and can toggle dual-wielding by using the firing mode key. When quick firing while dual wielding, Leon will alternate firing each weapon left and right for four shots before firing both guns on the final shot. The Wing Shooter has a magazine capacity of 18 rounds, and has an underbarrel laser sight.&lt;br /&gt;
&lt;br /&gt;
The Wing Shooter appears to be one of the main weapons issued to Secret Service agents at Tall Oaks. One can be found on the floor beside a deceased agent towards the beginning of Leon's first chapter.&lt;br /&gt;
&lt;br /&gt;
As an interesting bit of trivia, in the first scene of Leon's campaign, where he is forced to kill his old friend, US President Adam Benford, Leon can be heard &amp;quot;staging&amp;quot; the trigger. [https://youtu.be/j7GYLI00m3Y?t=8m This is a feature of the real VP70], where the user can partially pull back the trigger without firing, and then immediately fire by applying a bit more force to the pull, like a double-action revolver.&lt;br /&gt;
&lt;br /&gt;
[[File:VP70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70Z - 9x19mm]]&lt;br /&gt;
[[File:RE6 Wing Shooter 1.jpg|thumb|none|600px|Leon holds his Wing Shooter in the Tall Oaks university. While ''Resident Evil 4'' and ''5'' rigidly used high ready pistol positions, ''Resident Evil 6'' uses low ready positions instead.]]&lt;br /&gt;
[[File:RE6 Wing Shooter 2.jpg|thumb|none|600px|Leon aims the pistol at a C-Virus zombie. Single-wielding is slightly more accurate than dual-wielding.]]&lt;br /&gt;
[[File:RE6 Wing Shooter 3.jpg|thumb|none|600px|Reloading the single Wing Shooter.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 1.jpg|thumb|none|600px|Leon dual-wields his Wing Shooters as he enters the Tall Oaks sewers.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 2.jpg|thumb|none|600px|Aiming the Wing Shooters in a supine position; the player characters will assume this position after they perform a roll or a dive.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 3.jpg|thumb|none|600px|Reloading the dual pistols; Leon gives the guns a twirl and throws out the old mags...]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 4.jpg|thumb|none|600px|...and inserts both of the new ones.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Quick Shot 1.jpg|thumb|none|600px|Leon quick fires his pistols while dual-wielding.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Quick Shot 2.jpg|thumb|none|600px|After four shots alternating between the left and right pistols, Leon finishes the quick fire combo by firing both of his pistols at once.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene.jpg|thumb|none|600px|Leon aims his Wing Shooter at the zombified President. Later in this scene, the cutscene cuts to a close up of Leon's trigger finger, and an audible click is heard, but Leon doesn't actually fire the gun until a few seconds later, evidence he has staged the trigger.]]&lt;br /&gt;
[[File:Re6dualvp70.jpg|thumb|none|600px|Leon dual-welds his Wing Shooters in Lanshiang.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene Reload 1.jpg|thumb|none|600px|A cutscene during the prologue (an ''in medias res'' segment chronologically set near the end of Leon &amp;amp; Helena's campaign) shows Leon taking a magazine off of the chest rig of a dead BSAA operative to reload his Wing Shooter.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene Reload 2.jpg|thumb|none|600px|Leon racks the slide on his Wing Shooter.]]&lt;br /&gt;
[[Image:Wingshooter.jpg|thumb|none|600px|The &amp;quot;Wing Shooter&amp;quot;'s raw model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M9-A1==&lt;br /&gt;
Helena's primary sidearm is the &amp;quot;Picador&amp;quot; (named after the lancers in traditional Spanish bullfighting), which appears to be a [[Steyr M9]]. Ada Wong is also briefly seen with one in the opening cutscene of her campaign, however she never uses it in-game. The Imposter Ada also wields one in her brief tag-along section in Chris' campaign. Oddly, it also appears in Chris' holster in his Edonia uniform, even though his pistol is a 909. Several Picadors can be found in the Gun Shop in the first chapter of Leon's story, though aside from Helena's none can be used.&lt;br /&gt;
&lt;br /&gt;
The Picador has a 16-round magazine and is amongst the most powerful in the game, prompting many gamers on the PC to use her Mercenaries loadout via inventory managers.&lt;br /&gt;
[[File:SteyrM9A1.jpg|thumb|none|400px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[File:RE6 Picador 1.jpg|thumb|none|600px|Helena runs with the Picador. Note the left-handed view; the partners (and Jake) default to this left-handed view, though the game allows the player to swap between left and right at the press of a button. Also note the holster on her right thigh, which carries the Picador when Helena has any other weapon active.]]&lt;br /&gt;
[[File:RE6 Picador 2.jpg|thumb|none|600px|Helena and Leon aims at a small group of zombies.]]&lt;br /&gt;
[[File:RE6 Picador 3.jpg|thumb|none|600px|Reloading the Picador left-handed; the exact same animation mirrored is played when the player is using right-handed view.]]&lt;br /&gt;
[[File:RE6 Picador Cutscene 1.jpg|thumb|none|600px|Helena aims her M9-A1.]]&lt;br /&gt;
[[File:RE6 Picador Cutscene 2.jpg|thumb|none|600px|Another shot of Helena aiming her M9-A1 at the now-zombified President of the United States.]]&lt;br /&gt;
[[File:RE6 Picador Ada Cutscene 1.jpg|thumb|none|600px|Ada Wong in the opening cutscene of her campaign. Note the Picador in her side holster.]]&lt;br /&gt;
[[File:RE6 Picador Ada Cutscene 2.jpg|thumb|none|600px|A close-up shot, showing the Picador (and Ada's flip-up-PDA-cube) in more detail.]]&lt;br /&gt;
[[File:RE6 Chris Double Pistols.jpg|thumb|none|600px|Chris carries a Picador in a holster in addition to his 909 pistol.]]&lt;br /&gt;
[[File:RE6 Blue Ada Picador.jpg|thumb|none|600px|Imposter Ada carries the Picador.]]&lt;br /&gt;
[[File:Re6g17c.jpg|thumb|none|600px|The raw model of the Picador.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT909==&lt;br /&gt;
Chris Redfield, Jake Muller, and &amp;quot;Agent&amp;quot; carry the [[Taurus PT909]] as their starting gun, which is called &amp;quot;Nine-Oh-Nine&amp;quot; in-game. It has a 15-round magazine. Some appear in the hands of Tall Oaks survivors in the early parts of Leon's campaign.&lt;br /&gt;
[[File:TaurusPT909.jpg|thumb|none|400px|Taurus PT909 - 9x19mm]]&lt;br /&gt;
[[File:RE6 909 Draw.jpg|thumb|none|600px|Drawing the 909, showing the inventory icon of the 909 and also its draw animation, where Jake checks the chamber on the pistol. The pistol draw animation is used for all the pistols.]]&lt;br /&gt;
[[File:RE6 909 Aim.jpg|thumb|none|600px|Aiming the 909.]]&lt;br /&gt;
[[File:RE6 909 Reload.jpg|thumb|none|600px|Reloading the pistol after firing off a few shots. Also note that just like Helena, Jake has a holster on his right thigh for the 909, and so does Chris.]]&lt;br /&gt;
[[File:RE6 909 1.jpg|thumb|none|600px|Holding the pistol in cover.]]&lt;br /&gt;
[[File:RE6 909 2.jpg|thumb|none|600px|Reloading the pistol after emptying it on the nearst J'avo; note that the slide has locked back.]]&lt;br /&gt;
[[File:RE6 909 Cutscene.jpg|thumb|none|600px|Jake aims his Taurus PT909 at the Ustanak.]]&lt;br /&gt;
[[File:Pistolhelena.jpg|thumb|none|600px|Raw model of the 909. Here one can see several small differences to an actual PT909. The slide is slightly longer with the side bulges tapering down, resembling the muzzle end of a [[Taurus PT92|PT92]]. Slide serrations are different, with fewer in the rear and additional ones at the front. The slide release is also different in design, bearing a resemblance to the [[USP]]'s slide release.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Triple Shot&amp;quot; ==&lt;br /&gt;
Sherry's primary sidearm is called the &amp;quot;Triple Shot&amp;quot;. It appears to mostly be a Frankenstein gun, combining elements of the [[SIG-Sauer P220 Sport]] and [[Beretta 93R]]. It has a red dot sight above the slide and a select-fire mode, allowing the player to alternate between single shots and three-round bursts.  As with the previous game's 93R's burst fire, the full three-round burst is fired only when the trigger is held down. A careful trigger finger can allow for single shots or 2-shot bursts.&lt;br /&gt;
&lt;br /&gt;
Unlike all the other pistols, the &amp;quot;Triple Shot&amp;quot; has no visible laser sight on its model. Using the solid laser aiming mode shows the laser being enamated from the red dot sight instead. &lt;br /&gt;
[[File:SigP220Sport.jpg|thumb|none|400px|SIG-Sauer P220 Sport - .45 ACP]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:ReSherryCg.jpg|thumb|none|300px|Promotional image of Sherry with her &amp;quot;Triple Shot&amp;quot; pistol.]]&lt;br /&gt;
[[File:RE6 Triple Shot 1.jpg|thumb|none|600px|Sherry aims her Triple Shot at several attacking J'avos. Continuing with the &amp;quot;intelligent non-zombie zombie-like enemies&amp;quot; pattern set since RE4, the J'avo have human intelligence and use guns all the time.]]&lt;br /&gt;
[[File:RE6 Triple Shot 2.jpg|thumb|none|600px|Sherry reloads her pistol.]]&lt;br /&gt;
[[File:RE6 Triple Shot 3.jpg|thumb|none|600px|The pistol's slide locks back on empty.]]&lt;br /&gt;
[[File:RE6 Triple Shot Chase.jpg|thumb|none|600px|Sherry aims her pistol at a group of pursuing J'avos in a later chapter. In this chase sequence, the Triple Shot has infinite ammo and doesn't need to be reloaded.]]&lt;br /&gt;
[[File:RE6 Triple Shot Cutscene.jpg|thumb|none|600px|Sherry aims her Triple Shot pistol in a cutscene.]]&lt;br /&gt;
[[File:Trip.jpg|thumb|none|600px|Model of the &amp;quot;Triple Shot.&amp;quot; The straight grip and the shape of the safety switch and beavertail also imply a 1911-based inspiration.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
Returning yet again as the &amp;quot;Lightning Hawk&amp;quot;, it is based on the same custom Desert Eagle with wood grips that appears in previous games, altough this time it has some fictional design aspects like a slide bulging at the bottom, the barrel having a squared end and the accessory rail has been replaced with compensator cuts. It appears in Chapter 4 of Leon's campaign in the cockpit of the plane. Holds 7 rounds, and uses .50 AE magnum ammo (distinct from the &amp;quot;Elephant Killer's&amp;quot; .500 S&amp;amp;W magnum ammo). As in ''Resident Evil 5'' the weapon's hammer remains cocked with each shot, unlike most games, which feature the magnum firing in double-action only mode.&lt;br /&gt;
[[File:Tm-gbb-bio2desv.jpg|thumb|none|400px|Tokyo Marui airsoft replica of the Desert Eagle from ''[[Resident Evil 2]]''.]]&lt;br /&gt;
[[File:RE6 Deagle 1.jpg|thumb|600px|none|Leon holds his Desert Eagle, which he just acquired from the dead body in the background. Note that his costume has changed; all the player characters (sans Ada and &amp;quot;Agent&amp;quot;) get new costumes when they arrive at Lanshiang. In this costume, Leon's two holsters for his two Wing Shooters can be visibly seen.]]&lt;br /&gt;
[[File:RE6 Deagle 2.jpg|thumb|600px|none|Leon aims his Deagle on the shaky plane. Note the cocked hammer.]]&lt;br /&gt;
[[File:RE6 Deagle 3.jpg|thumb|600px|none|The recoil is just as high as ever.]]&lt;br /&gt;
[[File:RE6 Deagle 4.jpg|thumb|600px|none|Leon reloads the Lightning Hawk.]]&lt;br /&gt;
[[Image:119014-full.jpeg|thumb|600px|none|The Lightning Hawk's raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Elephant Killer&amp;quot;==&lt;br /&gt;
The Elephant Killer is a Magnum found in Jake &amp;amp; Sherry's campaign, and is loosely based on the [[Smith &amp;amp; Wesson Model 500]]. It is depicted as being a top-break revolver, as opposed to swing-out like the real M500. It does, however, feature the correct five round capacity of the real M500. For the first time in the series, the revolver is chambered in its correct ammunition, .500 S&amp;amp;W, rather than the generic magnum ammo from RE5 and the misnamed .5 caliber ammo from RE4. Zombified soldiers can also sometimes be seen with the Elephant Killer.&lt;br /&gt;
&lt;br /&gt;
The Elephant Killer has no laser sight on its model. Using the solid laser aiming mode shows the laser originating from the barrel itself.&lt;br /&gt;
[[File:S&amp;amp;W500.jpg |thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE6 Elephant Killer 1.jpg|thumb|none|600px|Jake takes cover on a wall to force the camera to give the Elephant Killer a close up shot. The right side of the revolver is engraved with the words &amp;quot;Elephant Killer&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 2.jpg|thumb|none|600px|The left side is marked with &amp;quot;50 mag Special&amp;quot; instead.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 3.jpg|thumb|none|600px|Jake takes aim at the charging Ustanak. Note the laser coming out of the barrel.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 4.jpg|thumb|none|600px|Jake reloads the Elephant Killer. He ejects all five rounds, then loads in new rounds two at a time, refilling the cylinder in three moves. Interestingly, the reload works like a shotgun reload, in that the looping round-loading cycle increments the ammo count by two every time it plays, and it is possible to cancel the reload animation after reloading just a few rounds (the reload will also be shortened if the player does not have enough active and reserve ammo to make a full reload). Unlike the shotguns however, the reload shows the full three-motion-five-round animation as long as there are at least 5 rounds between the active and reserve ammo pools, even if the player's gun is gameplay-wise fully reloaded after the first one or two round loading motions (the additional loading motions will do nothing on a gameplay level); this is presumably for the sake of animation consistency, to show the emptied cylinder being fully refilled.]]&lt;br /&gt;
[[File:Re6_M500.jpg|thumb|none|600px|Jake and Sherry use the Elephant Killer to finish off the final boss of their campaign.]]&lt;br /&gt;
[[File:RE6Elephant killer.jpg|thumb|none|600px|Elephant Killer model.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
Instead of a pistol, Piers carries a submachine gun largely based on the [[Heckler &amp;amp; Koch UMP9]] as one of his two starting weapons (alongside the &amp;quot;Anti-Materiel Rifle&amp;quot;). The UMP9 is fitted with extended side rails and an upper rail, and is designated in-game as &amp;quot;MP-AF&amp;quot;, short for &amp;quot;Machine Pistol-Accurate Fire&amp;quot;. Its fire mode can be toggled between single shot and full auto. Holds 30 rounds and uses 9mm rounds. &lt;br /&gt;
[[File:Hk ump9.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:RE6 MPAF 1.jpg|thumb|none|600px|Piers listens to a mission briefing while holding his UMP9. Note the laser sight and the red dot sight.]]&lt;br /&gt;
[[File:RE6 MPAF 2.jpg|thumb|none|600px|Piers aims at a J'avo in cover.]]&lt;br /&gt;
[[File:RE6 MPAF 3.jpg|thumb|none|600px|Switching the fire mode; interestingly, the process is animated, though the selector on the weapon model does not move. More hilariously, Sherry also performs this animation when she switches the firing modes on her &amp;quot;Triple Shot&amp;quot;, as if there is a massive, invisible selector switch on the side of her pistol.]]&lt;br /&gt;
[[File:RE6 MPAF 4.jpg|thumb|none|600px|Reloading; Piers replaces the magazines, then flips the gun over to rack the charging handle.]]&lt;br /&gt;
[[File:Re6mp5.jpg|thumb|none|600px|Piers advances with his UMP9 at the ready. While it imitates it, the gun is vastly different from an actual UMP9. The selector appears to be borrowed from the 90-degree selectors switches used with [[FN SCAR]]s. The notch used to hold the charging handle when pulled back is missing. Both the front and rear sights have been removed and is replaced with a top rail that runs along the entire top of the receiver. The smooth profile of the magazine suggests it feeds from MP5 magazines, rather than the proprietary 9mm magazines exclusive to it. Lastly it appears to be using an AR-15 style gas block, despite real UMPs relying on blowback than a direct-impingement system to cycle itself.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger MP9==&lt;br /&gt;
Some enemies are armed with guns mainly based on the [[Ruger MP9]], with elements of the [[Cobray M11/9]]. Ada Wong starts with this weapon in her campaign, along with her crossbow. Called the &amp;quot;Ammo Box 50&amp;quot; in game, it holds 50 rounds per magazine.&lt;br /&gt;
[[File:RugerMP9smg.jpg|thumb|none|400px|Ruger MP9 (with stock folded) - 9x19mm]]&lt;br /&gt;
[[File:M11 2.jpg|thumb|none|400px|Cobray M11/9 - 9x19mm]]&lt;br /&gt;
[[File:RE6 AB50 Idle.jpg|thumb|none|600px|Ada's idle animation with the &amp;quot;Ammo Box 50&amp;quot;.]]&lt;br /&gt;
[[File:RE6 AB50 Aim.jpg|thumb|none|600px|Ada's aims at a J'avo also armed with the &amp;quot;Ammo Box 50&amp;quot;. Much like in ''[[Resident Evil 4]]'', Ada aims the weapon from her hip.]]&lt;br /&gt;
[[File:RE6 AB50 Reload.jpg|thumb|none|600px|Ada reloads her gun. She replaces the magazine and gives the bolt handle a rack.]]&lt;br /&gt;
[[File:RE6 AB50 Quick Fire.jpg|thumb|none|600px|The quick fire animation; Ada fires a burst from the SMG. This quick fire animation is also used for the &amp;quot;Triple Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE6 AB50 Extra 1.jpg|thumb|none|600px|Ada approaches a J'avo from cover, armed with her SMG. The J'avo is also armed with the SMG.]]&lt;br /&gt;
[[File:RE6 AB50 Javo Cutscene.jpg|thumb|none|600px|The Ruger MP9 being wielded by several Edonian J'avos.]]&lt;br /&gt;
[[File:RE6-smg.jpg|thumb|none|300px|Promotional image of a J'avo armed with an MP9.]]&lt;br /&gt;
[[File:Re6mp9.jpg|thumb|none|600px|The AB-50 model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==FN Tactical Police== &lt;br /&gt;
The &amp;quot;Assault Shotgun&amp;quot; is primarily based on the [[FN Tactical Police]]. It can be found in Chris and Ada's campaigns. Several can be found inside the Gun Shop in Tall Oaks during Leon's campaign, but none can be used. It holds 7 rounds. Despite the presence of a pump, it incorrectly fires in semi-auto; however, when reloading, the player character will work the pump as if it were a pump action.&lt;br /&gt;
&lt;br /&gt;
Due to its fast rate of fire, the weapon is especially popular in the PvP DLC &amp;quot;Survivors&amp;quot; (a mode first introduced in the previous game); when paired with the &amp;quot;Rock Steady&amp;quot; skill, which decreases recoil, it's possible to juggle an enemy player until either they die or you run out of ammo. This is frowned upon in polite gaming society.&lt;br /&gt;
[[File:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police - 12 gauge]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 1.jpg|thumb|none|600px|Chris holds his on-site procured FN Tactical Police shotgun in Edonia.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 2.jpg|thumb|none|600px|Aiming the Assault Shotgun.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 3.jpg|thumb|none|600px|Reloading the shotgun. Unlike ''4'' and ''5'', the reload animation is no longer a static animation, and involves a looping shell-loading cycle. However, every shell-loading motion cycle in the reload animation loads two rounds into the magazine.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 4.jpg|thumb|none|600px|Giving the shotgun a pump at the end of the reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hydra&amp;quot;==&lt;br /&gt;
The fictional, triple-barreled Hydra shotgun from ''Resident Evil 5'' makes a return. Helena carries this weapon at the start of Leon's campaign. Instead of firing 12 gauge shells like the regular shotgun or the assault shotgun, the Hydra fires the rarer 10 gauge shells. When firing quick shots, Helena will dodge acrobatically in the direction of her target (unless the target is too close, or if she just fired a quick shot), allowing her to attack the target and dodge enemy attacks simultaneously.&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|400px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[File:RE6 Hydra 1.jpg|thumb|none|600px|Helena holds the Hydra while her partner Leon performs an idle animation.]]&lt;br /&gt;
[[File:RE6 Hydra 2.jpg|thumb|none|600px|Helena aims the Hydra shotgun at a zombie who tried to attack her.]]&lt;br /&gt;
[[File:RE6 Hydra 3.jpg|thumb|none|600px|After dispatching the zombie, Helena reloads the shotgun. She ejects all three shells and loads three new ones one by one; the three chambers can be seen filling up one by one during the reload animation.]]&lt;br /&gt;
[[File:RE6 Hydra 4.jpg|thumb|none|600px|Helena fires a quick shot at a zombie while performing some unnecessary acrobatics. Continuing to quick fire (provided that there is a target) will cause Helena to launch a combo of three different acrobatic firing maneuvers. Interestingly, if Helena fires the last shot from the Hydra with a quick shot, she will immediately reload as she gets up. This reload animation is shorter compared to normal, as Helena only loads one shell in the animation instead of three (though all three shells are still reloaded).]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
A pump-action shotgun that resembles the [[Ithaca 37]] makes an appearance with a pistol grip, wooden pump, a heat shield/rails combo, and red-dot sight. Unlike the Ithaca, it has a side ejection port. It can be found in Leon and Jake's campaigns. One BSAA operative, Jeff, is also equipped with the shotgun. Like the &amp;quot;Triple Shot&amp;quot;, the laser is shown to be enamated from the red dot sight when laser only aiming mode is used.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca Stakeout Parkerized.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:RE6 Shotgun 1.jpg|thumb|none|600px|Leon holds an empty shotgun in a forest cemetary.]]&lt;br /&gt;
[[File:RE6 Shotgun 2.jpg|thumb|none|600px|After getting some ammo, Leon reloads his shotgun. Like the Assault Shotgun, every shell-loading motion in the reload animation loads two rounds into the magazine.]]&lt;br /&gt;
[[File:RE6 Shotgun 3.jpg|thumb|none|600px|The reload is always ended with a pump of the handle.]]&lt;br /&gt;
[[File:RE6 Shotgun 4.jpg|thumb|none|600px|The shotgun is aimed at a crawling zombie.]]&lt;br /&gt;
[[File:RE6 Shotgun 5.jpg|thumb|none|600px|Leon fires the shotgun at the zombie.]]&lt;br /&gt;
[[File:RE6 Shotgun 6.jpg|thumb|none|600px|Leon pumps the shotgun, ejecting a spent shell.]]&lt;br /&gt;
[[File:RE6 Shotgun 7.jpg|thumb|none|600px|Leon performs a contextual melee action on a downed zombie, causing him to strike down on the zombie's head with the butt of the shotgun, exploding the zombie's head.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==&amp;quot;Bear Commander&amp;quot;==&lt;br /&gt;
The &amp;quot;Bear Commander&amp;quot; is a 5.56mm assault rifle found in Jake and Ada's campaigns. It does not seem to be based on anything in particular, and elements of ''Resident Evil 5'''s [[SIG SG 556|SIG-Sauer SIG556 HOLO]], the [[DSA SA58 OSW]], [[Remington ACR]], and many other Western-developed rifles can be seen. It's equipped with an underbarrel 40mm grenade launcher, which only fires HE grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Bear Commander 1.jpg|thumb|none|600px|Sherry readies her &amp;quot;Bear Commander&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Bear Commander 2.jpg|thumb|none|600px|Sherry aims her assault rifle. Like many others, the &amp;quot;Bear Commander&amp;quot; doesn't have a modeled laser sight, so the laser comes out of the barrel instead.]]&lt;br /&gt;
[[File:RE6 Bear Commander 3.jpg|thumb|none|600px|Sherry reloads her weapon.]]&lt;br /&gt;
[[File:Re6bc.jpg|thumb|none|600px|&amp;quot;Bear Commander&amp;quot; model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Assault Rifle for Special Tactics&amp;quot;==&lt;br /&gt;
In addition to his 909 (and a combat knife), Chris starts with the &amp;quot;Assault Rifle for Special Tactics&amp;quot;, a 5.56mm assault rifle with a 30-round magazine. It has apparently been adopted by the BSAA to replace the [[G36]]s and [[SIG SG 556|SIG556 HOLO]]s they previously carried. Its design is similar to an [[ACR]], but it has a carry handle and charging handle similar to the [[FAMAS]]. An AN/PEQ-15A laser sight is fitted to the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
One can be seen in the hands of a survivor at the gun shop in Tall Oaks during Leon's story, and zombified soldiers throughout the game can sometimes be seen with the weapon, which they fire mindlessly.&lt;br /&gt;
[[Image:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RE6 AR 1.jpg|thumb|none|600px|Chris readies his assault rifle moments after fast-roping off of a helicopter.]]&lt;br /&gt;
[[File:RE6 AR 2.jpg|thumb|none|600px|Chris aims his assault rifle at a J'avo whose left arm had spontaneously mutated after being injured. Partially recycling the neck-bursting Plaga gimmick from ''4'' and ''5'', J'avos can mutate if their bodyparts are damaged, becoming more physically powerful.]]&lt;br /&gt;
[[File:RE6 AR 3.jpg|thumb|none|600px|Chris and Piers enter an alleyway filled with J'avo fighters.]]&lt;br /&gt;
[[File:RE6 AR 4.jpg|thumb|none|600px|Chris aims his rifle from cover.]]&lt;br /&gt;
[[File:RE6 AR 5.jpg|thumb|none|600px|After clearing the alleyway, Chris reloads his rifle. The reload animation is more or less the same as the &amp;quot;MP-AF&amp;quot;, complete with Chris flipping the gun over to rack the charging handle.]]&lt;br /&gt;
[[File:RE6 BSAA AR.jpg|thumb|none|600px|Chris looks at one of his BSAA teammates, who is armed with the &amp;quot;Assault Rifle for Special Tactics&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Chris Piers Cutscene.jpg|thumb|none|600px|Chris and Piers advancing together, equipped with the &amp;quot;Assault Rifle for Special Tactics&amp;quot; and the &amp;quot;MP-AF&amp;quot; respectively.]]&lt;br /&gt;
[[File:Re6ChrisCgRifle.jpg|thumb|none|300px|Promotional image of Chris Redfield with his rifle.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
A 5.56mm NATO rifle most closely resembling the [[AEK-971]] appears in Leon's campaign as the &amp;quot;Assault Rifle RN&amp;quot;. It is outfitted with a bayonet and a side-folding stock. The bayonet is used in the quick melee and contextual melee animations. Like the other weapons that do not have a modeled laser sight, the laser comes out of a silly place when the solid laser aiming mode is used; in this case, the laser comes out of the rear iron sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|400px|AEK-971 (Current Model) with folding stock -  5.45x39mm]]&lt;br /&gt;
[[File:RE6 ARRN 1.jpg|thumb|none|600px|Helena discovers the &amp;quot;Assault Rifle RN&amp;quot; right where you'd expect it to be—in a coffin in a catacomb under a mineshaft under a biolab under a cathedral.]]&lt;br /&gt;
[[File:re51052.jpg|thumb|none|600px|Helena skulks around in the catacombs with the &amp;quot;Assault Rifle RN&amp;quot;.]]&lt;br /&gt;
[[File:RE6 ARRN 2.jpg|thumb|none|600px|Helena aims the assault rifle at an indoor waterfall. Note the laser coming out of the rear iron sight.]]&lt;br /&gt;
[[File:RE6 ARRN 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RE6 ARRN 6.jpg|thumb|none|600px|Helena kills a downed zombie with a bayonet thrust.]]&lt;br /&gt;
[[File:RE6 ARRN Bayonet Thrust.jpg|thumb|none|600px|After stunning a zombified soldier with a few bayonet slashes, Helena thrusts the bayonet into the zombie's abdomen.]]&lt;br /&gt;
[[Image:Assaultrifrn.jpg|thumb|none|600px|The model of the &amp;quot;Assault Rifle RN&amp;quot;. Note that its charging handle is ambidexterous, unlike the AEK-971.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SIG-Sauer SSG 3000 ==&lt;br /&gt;
In Jake's and Ada's campaigns, a 7.62mm bolt-action sniper rifle similar to the [[SIG-Sauer SSG 3000]] or the [[Steyr Scout]] can be found and used. It is simply named &amp;quot;Sniper Rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some survivors at the Tall Oaks Cathedral use the sniper rifle. Assassins sent by &amp;quot;The Family&amp;quot; also use the sniper rifle. A scopeless version of the rifle, apparently with wood furniture, can also be seen at the Tall Oaks gun shop. As with every other gun present, it cannot be used.&lt;br /&gt;
&lt;br /&gt;
[[File:SSG3000.jpg|thumb|none|400px|SIG-Sauer SSG 3000 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 1.jpg|thumb|none|600px|Sherry holds the sniper rifle. The sniper rifle is not symmetrical, and the bolt handle visibly flips when players flip between left handed view and right handed view.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 2.jpg|thumb|none|600px|Aiming the sniper rifle at a J'avo.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 3.jpg|thumb|none|600px|Sherry operates the bolt after a shot.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 4.jpg|thumb|none|600px|Sherry reloads the sniper rifle. Like the shotguns, the reload is done with individual rounds, and Sherry loads two rounds with every motion.]]&lt;br /&gt;
[[File:Re6PiersWithSniper.jpg|thumb|none|300px|Promotional image of Piers with the sniper rifle. He doesn't actually use the gun in-game though, as his signature sniper is the &amp;quot;Anti-Materiel Rifle&amp;quot;.]]&lt;br /&gt;
[[File:Re6 assaultriflern actionfig.jpg|thumb|none|600px|Raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Anti-Materiel Rifle&amp;quot;==&lt;br /&gt;
Piers' other starting weapon (in addition to the &amp;quot;MP-AF&amp;quot;) is a massive fictional sniper rifle called the &amp;quot;Anti-Materiel Rifle&amp;quot;. It appears to be a cross between the [[Mechem NTW-20]] and the [[AW50F|Accuracy International Arctic Warfare 50]]. The weapon is a straight-pull bolt-action, using the large NTW-style carry handle as a charging handle, with a 10-round magazine of 12.7mm ammunition. It features a two-setting magnifying scope, with the alt-fire toggling between standard and thermal scope modes.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|400px|Mechem NTW-20 - 20x83.5mm MG151]]&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|400px|Accuracy International Arctic Warfare 50 - .50 BMG]]&lt;br /&gt;
[[File:RE6 AMR 1.jpg|thumb|none|600px|Piers looks around anxiously while carrying his &amp;quot;Anti-Materiel Rifle&amp;quot;. For some reason, when characters go idle, most characters play an &amp;quot;anxious&amp;quot; animation before going into their actual relaxed idle animation.]]&lt;br /&gt;
[[File:RE6 AMR 2.jpg|thumb|none|600px|Piers fires a quick shot from his AMR, noscoping the unsuspecting J'avo.]]&lt;br /&gt;
[[File:RE6 AMR 3.jpg|thumb|none|600px|Piers operates the massive bolt on the AMR after his epic shot.]]&lt;br /&gt;
[[File:Re6PiersBigSniper.jpg|thumb|none|600px|Piers reloads his &amp;quot;Anti-Materiel Rifle&amp;quot; while covering Chris. While Chris gets ridiculously huge muscles, Piers gets a ridiculously huge gun.]]&lt;br /&gt;
[[File:Re6BigSniperSight.jpg|thumb|none|600px|Piers aims down his AM rifle's scope at a group of Edonian soldiers clustered around a &amp;quot;T-42&amp;quot; tank, which appears to be a over-sized Sherman tank(!).]]&lt;br /&gt;
[[File:Re6am.jpg|thumb|none|600px|The AM Rifle's raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Semi Automatic Sniper Rifle&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A 7.62mm sniper rifle that appears to be a combination of the [[Mk 14 Mod 0]] and a [[Remington MSR]] can be used, called the &amp;quot;Semi Automatic Sniper Rifle.&amp;quot; It holds five rounds and fires in semi-automatic. &lt;br /&gt;
&lt;br /&gt;
Leon and Helena acquire one at the Tall Oaks Cathedral; Chris and Piers find one aboard an aircraft carrier hijacked by Neo-Umbrella. Piers also uses one in all his alternate loadouts in the Mercenaries; Ada's unnamed partner &amp;quot;Agent&amp;quot; also uses one, as does Ellis from ''Left 4 Dead 2'' in No Mercy.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RemingtonMSR.jpg|thumb|none|400px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Re5asn2.jpg|thumb|none|600px|Helena holds the hybrid rifle; at full size, an AR15-style charging handle can be seen at the rear of the receiver.]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Aim.jpg|thumb|none|600px|The scope of the hybrid sniper rifle.]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Reload 1.jpg|thumb|none|600px|Inside the cathedral, Helena reloads her sniper rifle. She replaces the magazine...]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Reload 2.jpg|thumb|none|600px|...and pulls the charging handle without ''actually'' pulling it.]]&lt;br /&gt;
[[File:Re6snip.jpg|thumb|none|600px|Raw model of SASS.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Enemy J'avo snipers that appear in some levels wield what appears to be [[SVD Dragunov]] sniper rifles. They are equipped with laser sights so players can know where they're getting shot from.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:RE6 Javo Sniper 1.jpg|thumb|none|600px|A J'avo sniper holds his sniper rifle. Note the gas tube extending all the way to almost the front sight, with an odd rectangular block in the middle, behind the actual gas block.]]&lt;br /&gt;
[[File:RE6 Javo Sniper 2.jpg|thumb|none|600px|The sniper aims at Sherry.]]&lt;br /&gt;
[[File:RE6 Javo Sniper 3.jpg|thumb|none|600px|A closer look at a J'avo sniper and his sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
==Hybrid Machine Gun==&lt;br /&gt;
The fictional [[M249]]-[[RPD]]-[[PKM]] hybrid machine gun from ''[[Resident Evil 5]]'' reappears again and is seen being carried by some J'avo. Similar to ''Resident Evil 5'', this weapon is only used during a car chase sequence in Chris campaign Chapter 3.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD light machine gun - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of flash hider - 7.62x54mmR]]&lt;br /&gt;
[[File:RE6-mg.jpg|thumb|none|300px|Promotional image of a J'avo with the ''Resident Evil 5'' hybrid machine gun.]]&lt;br /&gt;
[[File:RE6 Car Chase MG.jpg|thumb|none|600px|Piers drives after Imposter Ada, while Chris shoots at J'avo cars in the way.]]&lt;br /&gt;
[[File:Re6pkm.jpg|thumb|none|600px|After a brief and bizarre interlude in a car park, Chris and Piers swap positions, allowing for a good shot of the hybrid machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] appears in-game being used by some J'avo. Leon and Helena uses one at the end of their campaign to finish off the final boss. Chris uses one in The Mercenaries game with his alternate costume, as does Coach. &lt;br /&gt;
&lt;br /&gt;
Unlike previous versions of the weapon the RPG-7 is not discarded when empty, but instead held onto. Furthermore, reload animations exist for the weapon, suggesting at one time the weapon was supposed to play a more major role in the story mode. In No Mercy, it is the only &amp;quot;power&amp;quot; weapon which doesn't spawn ammo.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|400px|RPG-7 w/PG-7GM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:RE6 Final Boss RPG.jpg|thumb|none|600px|&amp;quot;There's always a final boss, always a helicopter, always a rocket launcher...&amp;quot;]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 1.jpg|thumb|none|600px|Helena holds the RPG-7.]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 2.jpg|thumb|none|600px|Helena aims the RPG-7 at the final boss of their campaign, Major Spoilers.]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 3.jpg|thumb|none|600px|After defeating Major Spoilers, Helena holds the empty RPG-7.]]&lt;br /&gt;
[[File:RE6-RPG7.jpg|thumb|none|300px|Promotional image of a J'avo armed with an RPG-7.]]&lt;br /&gt;
[[File:RE6 RPG 1.jpg|thumb|none|600px|A J'avo aims his RPG-7 at a BSAA helicopter.]]&lt;br /&gt;
[[File:RE6 RPG 2.jpg|thumb|none|600px|The J'avo dies alongside his fired RPG-7. As a scripted death, this J'avo's corpse does not disappear into nothingness.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Grenade Launcher==&lt;br /&gt;
The &amp;quot;Bear Commander&amp;quot; assault rifle is seen with a fictional tip-down barrel grenade launcher attached underneath the barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Bear Commander GL.jpg|thumb|none|600px|The &amp;quot;Bear Commander&amp;quot; in the grenade launcher mode. Note that a grenade launcher leaf sight has been flipped up.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 1.jpg|thumb|none|600px|Aiming the UBGL.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 2.jpg|thumb|none|600px|Firing a grenade.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 3.jpg|thumb|none|600px|Sherry reloads the grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Grenade Launcher==&lt;br /&gt;
A revolver-type grenade launcher makes an appearance in the game, usable by Chris and Piers. Its design appears to be a cross between the two main grenade launchers of the ''Resident Evil'' series, the [[ARWEN 37]] and the [[Milkor MGL]]. It fires three different kinds of ammunition: Explosive, Acid and Nitrogen. It holds six 40mm rounds. &lt;br /&gt;
[[File:Arwen 37.JPG||thumb|none|400px|ARWEN 37 - 37mm]]&lt;br /&gt;
[[File:Milkor M32.jpg||thumb|none|400px|Milkor M32 MGL - 40mm]]&lt;br /&gt;
[[File:Re5gr2.jpg|thumb|none|600px|Piers holds an ARWEN 37 as he ponders the objective written on a nearby wall.]]&lt;br /&gt;
[[File:RE6 GL Aim.jpg|thumb|none|600px|Piers decides that it's not worth pondering your objective when the objective is actively attacking you, and takes aim at the target helicopter. The grenade trajectory is affected by gravity only after a certain range. Before that, it travels straight like a rocket.]]&lt;br /&gt;
[[File:RE6 GL Reload.jpg|thumb|none|600px|After taking some damage and wasting some ammo, Piers takes shelter and reloads the grenade launcher, by dumping out all the rounds and loading new ones in two at a time. The reload has the same weird mechanics like the &amp;quot;Elephant Killer&amp;quot; reload. When the player switches ammo types, the grenade launcher spontaneously empties itself, requiring a reload to load the new ammo type (though sometimes glitches will result in only a few rounds being loaded in the first reload after an ammo switch, requiring a second reload to fill up the launcher).]]&lt;br /&gt;
[[File:Re6gl.jpg ||thumb|none|600px|GL model. Note the stock, similar to a [[Mk 14]].]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrower=&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
&lt;br /&gt;
During Chris' campaign, a BSAA cleanup crew armed with [[M2 Flamethrower]]s is seen destroying J'avo pupae in the wreckage of an apartment block. The flamethrower model is lifted directly from the Uroboros Mkono fight in ''Resident Evil 5''.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|400px|M2 Flamethrower]]&lt;br /&gt;
[[Image:Resi6-M2.jpg|thumb|none|600px|Piers takes a moment to examine a BSAA soldier's M2 flamethrower. He then makes plans to stay as far away from this man as possible when the bullets start flying.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
&lt;br /&gt;
[[Browning M2]]s in remote weapon stations can be seen mounted on BSAA APCs during Chris' campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2HB.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:Resi6-BrowningM2.jpg|thumb|none|600px|Piers examines the Browning M2 mounted on a BSAA BRDM-2 APC, experiencing acronym overload.]]&lt;br /&gt;
&lt;br /&gt;
==Flakvierling 38==&lt;br /&gt;
&lt;br /&gt;
During a crossover event in both Chris and Jake's campaigns, the characters have to sabotage a series of vintage [[Flakvierling 38]] anti-aircraft guns that are being used to attack BSAA helicopters, while fight off waves of enemies and two giant bosses.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[Image:Resi6-Flak.jpg|thumb|none|600px|Piers watches as one of his BSAA friends operates his secret Gun Sabotaging Case.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-19==&lt;br /&gt;
The [[GAU-19]] hybrid that was seen in ''Resident Evil 5'' makes its return appearance. Two are mounted on the back of BSAA Hummvee in Chapter 5 of Leon's campaign. A few are found on top of a railway bridge in Chris campaign Chapter 2. Several are found in a city block combat arena during a crossover chapter between Chris and Jake's campaigns (Chris Chapter 2 and Jake Chapter 1), which pits the two teams against two large B.O.W.s known as Ogroman. Some can be found in Neo-Umbrella's underwater base near the end of Chris's campaign. Two are mounted on the rear door of the BSAA Chinook in Jake's campaign in Chapter 1. Ustanak, the creature that pursues Jake and Sherry throughout the campaign, at one point has three of these weapons mounted on a platform that connects to his right arm. As in ''Resident Evil 5'', all of these guns have unlimited ammo but will overheat from continous fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|400px|GD GAU-19/A with muzzle brake and mount - .50 BMG]]&lt;br /&gt;
[[File:RE6-GAU19.jpg|thumb|none|600px|Piers looks over a destroyed (but apparently still operable) GAU-19 during Chris' campaign.]]&lt;br /&gt;
[[File:RE6 Chinook GAU-19 1.jpg|thumb|none|600px|The two mounted GAU-19s found on a BSAA Chinook in Jake campaign Chapter 1.]]&lt;br /&gt;
[[File:RE6 Chinook GAU-19 2.jpg|thumb|none|600px|Jake mans one of the GAU-19s to defend himself and Sherry from the Ustanak...]]&lt;br /&gt;
[[File:RE6 Ustanak GAU-19.jpg|thumb|none|600px|...who is chasing the duo via a fleet of attack helicopters, armed with ''three GAU-19s''. &amp;quot;Over-the-top&amp;quot; doesn't even begin to describe this.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
&lt;br /&gt;
During a remarkably silly battle in Chris' campaign, he and Piers must face off with a parked aircraft armed with three giant [[GE M134 Minigun]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE6 Minigun Plane.jpg|thumb|none|600px|The Minigun Plane makes its grand entrance.]]&lt;br /&gt;
[[Image:Resi6-Minigun-1.jpg|thumb|none|600px|&amp;quot;Well, that was certainly something...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chaingun==&lt;br /&gt;
&lt;br /&gt;
[[M230 Chain Gun]]s are seen mounted on enemy attack helicopters seen throughout the campaigns. Two are also mounted the small helicopter Ada Wong captures from a Neo-Umbrella aircraft carrier at Lanshiang, which has no clear source of ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[Image:Resi6-Chaingun-2.jpg|thumb|none|600px|Jake and Sherry consider the inherent unfairness of zombies who can fly attack helicopters.]]&lt;br /&gt;
[[Image:Resi6-Chaingun-1.jpg|thumb|none|600px|Helena and Leon make their escape in Ada's helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Schwerer Gustav==&lt;br /&gt;
&lt;br /&gt;
A rather strange railway gun seen during Chris' campaign mounts a replica of the 80cm &amp;quot;Schwerer Gustav&amp;quot; railway gun with the front section of the barrel removed. The carriage shown is implausibly small and somehow self-propelled without having any kind of visible engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[Image:Resi6-Dora.jpg|thumb|none|600px|While wandering around his local warzone, Piers encounters a gun almost as big as Chris.]]&lt;br /&gt;
[[File:RE6 Railway Gun 1.jpg|thumb|none|600px|The railway gun enters the battle.]]&lt;br /&gt;
[[File:RE6 Railway Gun 2.jpg|thumb|none|600px|After firing a few shots, the railgun stops moving and becomes an enemy spawnpoint.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Grenade==&lt;br /&gt;
Like ''Resident Evil 5'', there are three types of grenades in ''Resident Evil 6'': Hand Grenades, Flash Grenades, and Incendiary Grenades. These appear to use the exact same models as ''5''. Hand Grenades are found in Chris and Ada's campaigns, Flash Grenades are found in Chris and Jake's campaigns, and Incendiary Grenades are found in Leon and Ada's campaigns. Enemies also ocassionally throw hand grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Hand Grenade.jpg|thumb|none|600px|Chris prepares to throw a hand grenade in Mercenaries mode. Like ''5'', Chris (and everyone else, for that matter) doesn't bother to pull the pin on the grenade.]]&lt;br /&gt;
[[File:RE6 Flash Grenade.jpg|thumb|none|600px|Jake about to toss a flash grenade at a few charging J'avos.]]&lt;br /&gt;
[[File:RE6 Incendiary Grenade.jpg|thumb|none|600px|Ada prepares to burn some zombies.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_6&amp;diff=1516664</id>
		<title>Resident Evil 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_6&amp;diff=1516664"/>
		<updated>2022-08-28T11:21:18Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Heckler &amp;amp; Koch UMP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Resident-Evil-6.jpg|thumb|right|300px|''Resident Evil 6'' (2012)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 6''''' (known as ''Biohazard 6'' in Japan) is the eight numbered installment (counting ''Resident Evil Zero'' and ''Code Veronica'') in the ''[[Resident Evil (disambiguation)|Resident Evil]]'' video game series. Developed and published by Capcom, it was released in 2012 for the PlayStation 3 and Xbox 360. It was later released on  Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
The game features four separate story campaigns within an interconnected overearching narrative, starring new and returning characters Leon S. Kennedy, Chris Redfield, Jake Muller, and Ada Wong respectively. All four campaigns can be played in co-op.&lt;br /&gt;
* Leon's story has the player take control of US Secret Service agents Leon S. Kennedy and Helena Harper, who are caught in a new C-virus zombie outbreak in the US city of Tall Oaks, which zombified US president Adam Benford. Leon and Helena must escape from Tall Oaks alive and track down the perpetrators of the zombie outbreak.&lt;br /&gt;
* Chris's story has the player take control of Bioterrorism Security Assessment Alliance (BSAA) operatives Chris Redfield and Piers Nevans, the sole survivors of a disastrous operation to contain a C-Virus B.O.W. attack in the war-torn Eastern European country of Edonia. Chris goes into a self-imposed exile over his failures, and is called back into action by Piers to deal with a new B.O.W. attack in the Chinese city of Lanshiang (a fictional city largely based on Hong Kong).&lt;br /&gt;
* Jake's story follows mercenary Jake Muller (son of Albert Wesker) and US government agent Sherry Birkin (daughter of William Birkin). Sherry is sent on a mission to Edonia to find and extract Jake, whose blood contains antibodies that could become a C-Virus cure. However, they find themselves being pursued by a giant B.O.W. named Ustanak, and the two are forced to work together to escape from Edonia and defeat Ustanak.&lt;br /&gt;
* Ada's story chronicles secret spy Ada Wong's actions across the entire narrative. When playing in co-op, a featureless character known as &amp;quot;Agent&amp;quot; takes the role of Ada's partner, who has no interactions with the story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
'''WARNING: MINOR SPOILERS'''&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 6'' ditches the store and money system found in ''4'' and ''5''. Weapons are exclusively found inside levels, and cannot be upgraded, bought, or sold (missing a chapter's weapon will result it being given to the player at the end of the chapter). Instead of money, &amp;quot;points&amp;quot; can be collected from map drops and enemy drops, which are used to upgrade the player's abilities in-between chapters. Ammo management is simplified in practice, as each of the weapon in the player characters' complete arsenals will have their own ammo type.&lt;br /&gt;
&lt;br /&gt;
Gameplay in ''Resident Evil 6'' involves a mix of tropes from third-person shooters, hack-and-slash games, and light survival horror. There are dedicated keys for dodge, roll, quick melee, and quick fire, of which the latter two consume stamina to use. The contextual melee actions found in ''4'' and ''5'' have been expanded, and players can now even parry enemy moves. Certain weapons have alternate firing modes, which can be toggled with its own key when aiming. There is also a cover mechanic, and a good number of enemies use guns.&lt;br /&gt;
&lt;br /&gt;
Like ''4'' and ''5'', almost every non-scoped weapon is equipped with a laser sight, which is used to assist aiming. The color of the laser sight defaults to red, and can be changed in options. The aiming reticule can also change between crosshair + laser dot or no crosshair + full solid laser.&lt;br /&gt;
&lt;br /&gt;
As a final note, in co-op mode, both players can pick up a copy of the weapons placed in the levels, so weapons are not restricted to the first player who picks them up. Item drops in co-op mode are also independent for each player.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==&amp;quot;Wing Shooter&amp;quot;==&lt;br /&gt;
The &amp;quot;Wing Shooter&amp;quot; is Leon's handgun. It is primarily based on the [[Heckler &amp;amp; Koch VP70|H&amp;amp;K VP70]] with elements of the [[Walther P5]], but longer than both, with the magazine release of a [[Walther P99QA]]. Leon carries two Wing Shooters, and can toggle dual-wielding by using the firing mode key. When quick firing while dual wielding, Leon will alternate firing each weapon left and right for four shots before firing both guns on the final shot. The Wing Shooter has a magazine capacity of 18 rounds, and has an underbarrel laser sight.&lt;br /&gt;
&lt;br /&gt;
The Wing Shooter appears to be one of the main weapons issued to Secret Service agents at Tall Oaks. One can be found on the floor beside a deceased agent towards the beginning of Leon's first chapter.&lt;br /&gt;
&lt;br /&gt;
As an interesting bit of trivia, in the first scene of Leon's campaign, where he is forced to kill his old friend, US President Adam Benford, Leon can be heard &amp;quot;staging&amp;quot; the trigger. [https://youtu.be/j7GYLI00m3Y?t=8m This is a feature of the real VP70], where the user can partially pull back the trigger without firing, and then immediately fire by applying a bit more force to the pull, like a double-action revolver.&lt;br /&gt;
&lt;br /&gt;
[[File:VP70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70Z - 9x19mm]]&lt;br /&gt;
[[File:RE6 Wing Shooter 1.jpg|thumb|none|600px|Leon holds his Wing Shooter in the Tall Oaks university. While ''Resident Evil 4'' and ''5'' rigidly used high ready pistol positions, ''Resident Evil 6'' uses low ready positions instead.]]&lt;br /&gt;
[[File:RE6 Wing Shooter 2.jpg|thumb|none|600px|Leon aims the pistol at a C-Virus zombie. Single-wielding is slightly more accurate than dual-wielding.]]&lt;br /&gt;
[[File:RE6 Wing Shooter 3.jpg|thumb|none|600px|Reloading the single Wing Shooter.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 1.jpg|thumb|none|600px|Leon dual-wields his Wing Shooters as he enters the Tall Oaks sewers.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 2.jpg|thumb|none|600px|Aiming the Wing Shooters in a supine position; the player characters will assume this position after they perform a roll or a dive.]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 3.jpg|thumb|none|600px|Reloading the dual pistols; Leon gives the guns a twirl and throws out the old mags...]]&lt;br /&gt;
[[File:RE6 Dual Wing Shooter 4.jpg|thumb|none|600px|...and inserts both of the new ones.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Quick Shot 1.jpg|thumb|none|600px|Leon quick fires his pistols while dual-wielding.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Quick Shot 2.jpg|thumb|none|600px|After four shots alternating between the left and right pistols, Leon finishes the quick fire combo by firing both of his pistols at once.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene.jpg|thumb|none|600px|Leon aims his Wing Shooter at the zombified President. Later in this scene, the cutscene cuts to a close up of Leon's trigger finger, and an audible click is heard, but Leon doesn't actually fire the gun until a few seconds later, evidence he has staged the trigger.]]&lt;br /&gt;
[[File:Re6dualvp70.jpg|thumb|none|600px|Leon dual-welds his Wing Shooters in Lanshiang.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene Reload 1.jpg|thumb|none|600px|A cutscene during the prologue (an ''in medias res'' segment chronologically set near the end of Leon &amp;amp; Helena's campaign) shows Leon taking a magazine off of the chest rig of a dead BSAA operative to reload his Wing Shooter.]]&lt;br /&gt;
[[File:RE6 Wing Shooter Cutscene Reload 2.jpg|thumb|none|600px|Leon racks the slide on his Wing Shooter.]]&lt;br /&gt;
[[Image:Wingshooter.jpg|thumb|none|600px|The &amp;quot;Wing Shooter&amp;quot;'s raw model.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M9-A1==&lt;br /&gt;
Helena's primary sidearm is the &amp;quot;Picador&amp;quot; (named after the lancers in traditional Spanish bullfighting), which appears to be a [[Steyr M9]]. Ada Wong is also briefly seen with one in the opening cutscene of her campaign, however she never uses it in-game. The Imposter Ada also wields one in her brief tag-along section in Chris' campaign. Oddly, it also appears in Chris' holster in his Edonia uniform, even though his pistol is a 909. Several Picadors can be found in the Gun Shop in the first chapter of Leon's story, though aside from Helena's none can be used.&lt;br /&gt;
&lt;br /&gt;
The Picador has a 16-round magazine and is amongst the most powerful in the game, prompting many gamers on the PC to use her Mercenaries loadout via inventory managers.&lt;br /&gt;
[[File:SteyrM9A1.jpg|thumb|none|400px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[File:RE6 Picador 1.jpg|thumb|none|600px|Helena runs with the Picador. Note the left-handed view; the partners (and Jake) default to this left-handed view, though the game allows the player to swap between left and right at the press of a button. Also note the holster on her right thigh, which carries the Picador when Helena has any other weapon active.]]&lt;br /&gt;
[[File:RE6 Picador 2.jpg|thumb|none|600px|Helena and Leon aims at a small group of zombies.]]&lt;br /&gt;
[[File:RE6 Picador 3.jpg|thumb|none|600px|Reloading the Picador left-handed; the exact same animation mirrored is played when the player is using right-handed view.]]&lt;br /&gt;
[[File:RE6 Picador Cutscene 1.jpg|thumb|none|600px|Helena aims her M9-A1.]]&lt;br /&gt;
[[File:RE6 Picador Cutscene 2.jpg|thumb|none|600px|Another shot of Helena aiming her M9-A1 at the now-zombified President of the United States.]]&lt;br /&gt;
[[File:RE6 Picador Ada Cutscene 1.jpg|thumb|none|600px|Ada Wong in the opening cutscene of her campaign. Note the Picador in her side holster.]]&lt;br /&gt;
[[File:RE6 Picador Ada Cutscene 2.jpg|thumb|none|600px|A close-up shot, showing the Picador (and Ada's flip-up-PDA-cube) in more detail.]]&lt;br /&gt;
[[File:RE6 Chris Double Pistols.jpg|thumb|none|600px|Chris carries a Picador in a holster in addition to his 909 pistol.]]&lt;br /&gt;
[[File:RE6 Blue Ada Picador.jpg|thumb|none|600px|Imposter Ada carries the Picador.]]&lt;br /&gt;
[[File:Re6g17c.jpg|thumb|none|600px|The raw model of the Picador.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT909==&lt;br /&gt;
Chris Redfield, Jake Muller, and &amp;quot;Agent&amp;quot; carry the [[Taurus PT909]] as their starting gun, which is called &amp;quot;Nine-Oh-Nine&amp;quot; in-game. It has a 15-round magazine. Some appear in the hands of Tall Oaks survivors in the early parts of Leon's campaign.&lt;br /&gt;
[[File:TaurusPT909.jpg|thumb|none|400px|Taurus PT909 - 9x19mm]]&lt;br /&gt;
[[File:RE6 909 Draw.jpg|thumb|none|600px|Drawing the 909, showing the inventory icon of the 909 and also its draw animation, where Jake checks the chamber on the pistol. The pistol draw animation is used for all the pistols.]]&lt;br /&gt;
[[File:RE6 909 Aim.jpg|thumb|none|600px|Aiming the 909.]]&lt;br /&gt;
[[File:RE6 909 Reload.jpg|thumb|none|600px|Reloading the pistol after firing off a few shots. Also note that just like Helena, Jake has a holster on his right thigh for the 909, and so does Chris.]]&lt;br /&gt;
[[File:RE6 909 1.jpg|thumb|none|600px|Holding the pistol in cover.]]&lt;br /&gt;
[[File:RE6 909 2.jpg|thumb|none|600px|Reloading the pistol after emptying it on the nearst J'avo; note that the slide has locked back.]]&lt;br /&gt;
[[File:RE6 909 Cutscene.jpg|thumb|none|600px|Jake aims his Taurus PT909 at the Ustanak.]]&lt;br /&gt;
[[File:Pistolhelena.jpg|thumb|none|600px|Raw model of the 909. Here one can see several small differences to an actual PT909. The slide is slightly longer with the side bulges tapering down, resembling the muzzle end of a [[Taurus PT92|PT92]]. Slide serrations are different, with fewer in the rear and additional ones at the front. The slide release is also different in design, bearing a resemblance to the [[USP]]'s slide release.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Triple Shot&amp;quot; ==&lt;br /&gt;
Sherry's primary sidearm is called the &amp;quot;Triple Shot&amp;quot;. It appears to mostly be a Frankenstein gun, combining elements of the [[SIG-Sauer P220 Sport]] and [[Beretta 93R]]. It has a red dot sight above the slide and a select-fire mode, allowing the player to alternate between single shots and three-round bursts.  As with the previous game's 93R's burst fire, the full three-round burst is fired only when the trigger is held down. A careful trigger finger can allow for single shots or 2-shot bursts.&lt;br /&gt;
&lt;br /&gt;
Unlike all the other pistols, the &amp;quot;Triple Shot&amp;quot; has no visible laser sight on its model. Using the solid laser aiming mode shows the laser being enamated from the red dot sight instead. &lt;br /&gt;
[[File:SigP220Sport.jpg|thumb|none|400px|SIG-Sauer P220 Sport - .45 ACP]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:ReSherryCg.jpg|thumb|none|300px|Promotional image of Sherry with her &amp;quot;Triple Shot&amp;quot; pistol.]]&lt;br /&gt;
[[File:RE6 Triple Shot 1.jpg|thumb|none|600px|Sherry aims her Triple Shot at several attacking J'avos. Continuing with the &amp;quot;intelligent non-zombie zombie-like enemies&amp;quot; pattern set since RE4, the J'avo have human intelligence and use guns all the time.]]&lt;br /&gt;
[[File:RE6 Triple Shot 2.jpg|thumb|none|600px|Sherry reloads her pistol.]]&lt;br /&gt;
[[File:RE6 Triple Shot 3.jpg|thumb|none|600px|The pistol's slide locks back on empty.]]&lt;br /&gt;
[[File:RE6 Triple Shot Chase.jpg|thumb|none|600px|Sherry aims her pistol at a group of pursuing J'avos in a later chapter. In this chase sequence, the Triple Shot has infinite ammo and doesn't need to be reloaded.]]&lt;br /&gt;
[[File:RE6 Triple Shot Cutscene.jpg|thumb|none|600px|Sherry aims her Triple Shot pistol in a cutscene.]]&lt;br /&gt;
[[File:Trip.jpg|thumb|none|600px|Model of the &amp;quot;Triple Shot.&amp;quot; The straight grip and the shape of the safety switch and beavertail also imply a 1911-based inspiration.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
Returning yet again as the &amp;quot;Lightning Hawk&amp;quot;, it is based on the same custom Desert Eagle with wood grips that appears in previous games, altough this time it has some fictional design aspects like a slide bulging at the bottom, the barrel having a squared end and the accessory rail has been replaced with compensator cuts. It appears in Chapter 4 of Leon's campaign in the cockpit of the plane. Holds 7 rounds, and uses .50 AE magnum ammo (distinct from the &amp;quot;Elephant Killer's&amp;quot; .500 S&amp;amp;W magnum ammo). As in ''Resident Evil 5'' the weapon's hammer remains cocked with each shot, unlike most games, which feature the magnum firing in double-action only mode.&lt;br /&gt;
[[File:Tm-gbb-bio2desv.jpg|thumb|none|400px|Tokyo Marui airsoft replica of the Desert Eagle from ''[[Resident Evil 2]]''.]]&lt;br /&gt;
[[File:RE6 Deagle 1.jpg|thumb|600px|none|Leon holds his Desert Eagle, which he just acquired from the dead body in the background. Note that his costume has changed; all the player characters (sans Ada and &amp;quot;Agent&amp;quot;) get new costumes when they arrive at Lanshiang. In this costume, Leon's two holsters for his two Wing Shooters can be visibly seen.]]&lt;br /&gt;
[[File:RE6 Deagle 2.jpg|thumb|600px|none|Leon aims his Deagle on the shaky plane. Note the cocked hammer.]]&lt;br /&gt;
[[File:RE6 Deagle 3.jpg|thumb|600px|none|The recoil is just as high as ever.]]&lt;br /&gt;
[[File:RE6 Deagle 4.jpg|thumb|600px|none|Leon reloads the Lightning Hawk.]]&lt;br /&gt;
[[Image:119014-full.jpeg|thumb|600px|none|The Lightning Hawk's raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Elephant Killer&amp;quot;==&lt;br /&gt;
The Elephant Killer is a Magnum found in Jake &amp;amp; Sherry's campaign, and is loosely based on the [[Smith &amp;amp; Wesson Model 500]]. It is depicted as being a top-break revolver, as opposed to swing-out like the real M500. It does, however, feature the correct five round capacity of the real M500. For the first time in the series, the revolver is chambered in its correct ammunition, .500 S&amp;amp;W, rather than the generic magnum ammo from RE5 and the misnamed .5 caliber ammo from RE4. Zombified soldiers can also sometimes be seen with the Elephant Killer.&lt;br /&gt;
&lt;br /&gt;
The Elephant Killer has no laser sight on its model. Using the solid laser aiming mode shows the laser originating from the barrel itself.&lt;br /&gt;
[[File:S&amp;amp;W500.jpg |thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE6 Elephant Killer 1.jpg|thumb|none|600px|Jake takes cover on a wall to force the camera to give the Elephant Killer a close up shot. The right side of the revolver is engraved with the words &amp;quot;Elephant Killer&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 2.jpg|thumb|none|600px|The left side is marked with &amp;quot;50 mag Special&amp;quot; instead.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 3.jpg|thumb|none|600px|Jake takes aim at the charging Ustanak. Note the laser coming out of the barrel.]]&lt;br /&gt;
[[File:RE6 Elephant Killer 4.jpg|thumb|none|600px|Jake reloads the Elephant Killer. He ejects all five rounds, then loads in new rounds two at a time, refilling the cylinder in three moves. Interestingly, the reload works like a shotgun reload, in that the looping round-loading cycle increments the ammo count by two every time it plays, and it is possible to cancel the reload animation after reloading just a few rounds (the reload will also be shortened if the player does not have enough active and reserve ammo to make a full reload). Unlike the shotguns however, the reload shows the full three-motion-five-round animation as long as there are at least 5 rounds between the active and reserve ammo pools, even if the player's gun is gameplay-wise fully reloaded after the first one or two round loading motions (the additional loading motions will do nothing on a gameplay level); this is presumably for the sake of animation consistency, to show the emptied cylinder being fully refilled.]]&lt;br /&gt;
[[File:Re6_M500.jpg|thumb|none|600px|Jake and Sherry use the Elephant Killer to finish off the final boss of their campaign.]]&lt;br /&gt;
[[File:RE6Elephant killer.jpg|thumb|none|600px|Elephant Killer model.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
Instead of a pistol, Piers carries a submachine gun largely based on the [[Heckler &amp;amp; Koch UMP9]] as one of his two starting weapons (alongside the &amp;quot;Anti-Materiel Rifle&amp;quot;). The UMP9 is fitted with extended side rails and an upper rail, and is designated in-game as &amp;quot;MP-AF&amp;quot;, short for &amp;quot;Machine Pistol-Accurate Fire&amp;quot;. Its fire mode can be toggled between single shot and full auto. Holds 30 rounds and uses 9mm rounds. &lt;br /&gt;
[[File:Hk ump9.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:RE6 MPAF 1.jpg|thumb|none|600px|Piers listens to a mission briefing while holding his UMP9. Note the laser sight and the red dot sight.]]&lt;br /&gt;
[[File:RE6 MPAF 2.jpg|thumb|none|600px|Piers aims at a J'avo in cover.]]&lt;br /&gt;
[[File:RE6 MPAF 3.jpg|thumb|none|600px|Switching the fire mode; interestingly, the process is animated, though the selector on the weapon model does not move. More hilariously, Sherry also performs this animation when she switches the firing modes on her &amp;quot;Triple Shot&amp;quot;, as if there is a massive, invisible selector switch on the side of her pistol.]]&lt;br /&gt;
[[File:RE6 MPAF 4.jpg|thumb|none|600px|Reloading; Piers replaces the magazines, then flips the gun over to rack the charging handle.]]&lt;br /&gt;
[[File:Re6mp5.jpg|thumb|none|600px|Piers advances with his UMP9 at the ready. While it imitates it, the gun is vastly different from an actual UMP9. The selector appears to be borrowed from the 90-degree selectors switches used with [[FN SCAR]]s. The notch used to hold the charging handle when pulled back is missing. Both the front and rear sights have been removed and is replaced with a top rail that runs along the entire top of the receiver. Lastly it appears to be using an AR-15 style gas block, despite real UMPs relying on blowback than a direct-impingement system to cycle itself.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger MP9==&lt;br /&gt;
Some enemies are armed with guns mainly based on the [[Ruger MP9]], with elements of the [[Cobray M11/9]]. Ada Wong starts with this weapon in her campaign, along with her crossbow. Called the &amp;quot;Ammo Box 50&amp;quot; in game, it holds 50 rounds per magazine.&lt;br /&gt;
[[File:RugerMP9smg.jpg|thumb|none|400px|Ruger MP9 (with stock folded) - 9x19mm]]&lt;br /&gt;
[[File:M11 2.jpg|thumb|none|400px|Cobray M11/9 - 9x19mm]]&lt;br /&gt;
[[File:RE6 AB50 Idle.jpg|thumb|none|600px|Ada's idle animation with the &amp;quot;Ammo Box 50&amp;quot;.]]&lt;br /&gt;
[[File:RE6 AB50 Aim.jpg|thumb|none|600px|Ada's aims at a J'avo also armed with the &amp;quot;Ammo Box 50&amp;quot;. Much like in ''[[Resident Evil 4]]'', Ada aims the weapon from her hip.]]&lt;br /&gt;
[[File:RE6 AB50 Reload.jpg|thumb|none|600px|Ada reloads her gun. She replaces the magazine and gives the bolt handle a rack.]]&lt;br /&gt;
[[File:RE6 AB50 Quick Fire.jpg|thumb|none|600px|The quick fire animation; Ada fires a burst from the SMG. This quick fire animation is also used for the &amp;quot;Triple Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE6 AB50 Extra 1.jpg|thumb|none|600px|Ada approaches a J'avo from cover, armed with her SMG. The J'avo is also armed with the SMG.]]&lt;br /&gt;
[[File:RE6 AB50 Javo Cutscene.jpg|thumb|none|600px|The Ruger MP9 being wielded by several Edonian J'avos.]]&lt;br /&gt;
[[File:RE6-smg.jpg|thumb|none|300px|Promotional image of a J'avo armed with an MP9.]]&lt;br /&gt;
[[File:Re6mp9.jpg|thumb|none|600px|The AB-50 model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==FN Tactical Police== &lt;br /&gt;
The &amp;quot;Assault Shotgun&amp;quot; is primarily based on the [[FN Tactical Police]]. It can be found in Chris and Ada's campaigns. Several can be found inside the Gun Shop in Tall Oaks during Leon's campaign, but none can be used. It holds 7 rounds. Despite the presence of a pump, it incorrectly fires in semi-auto; however, when reloading, the player character will work the pump as if it were a pump action.&lt;br /&gt;
&lt;br /&gt;
Due to its fast rate of fire, the weapon is especially popular in the PvP DLC &amp;quot;Survivors&amp;quot; (a mode first introduced in the previous game); when paired with the &amp;quot;Rock Steady&amp;quot; skill, which decreases recoil, it's possible to juggle an enemy player until either they die or you run out of ammo. This is frowned upon in polite gaming society.&lt;br /&gt;
[[File:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police - 12 gauge]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 1.jpg|thumb|none|600px|Chris holds his on-site procured FN Tactical Police shotgun in Edonia.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 2.jpg|thumb|none|600px|Aiming the Assault Shotgun.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 3.jpg|thumb|none|600px|Reloading the shotgun. Unlike ''4'' and ''5'', the reload animation is no longer a static animation, and involves a looping shell-loading cycle. However, every shell-loading motion cycle in the reload animation loads two rounds into the magazine.]]&lt;br /&gt;
[[File:RE6 Assault Shotgun 4.jpg|thumb|none|600px|Giving the shotgun a pump at the end of the reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hydra&amp;quot;==&lt;br /&gt;
The fictional, triple-barreled Hydra shotgun from ''Resident Evil 5'' makes a return. Helena carries this weapon at the start of Leon's campaign. Instead of firing 12 gauge shells like the regular shotgun or the assault shotgun, the Hydra fires the rarer 10 gauge shells. When firing quick shots, Helena will dodge acrobatically in the direction of her target (unless the target is too close, or if she just fired a quick shot), allowing her to attack the target and dodge enemy attacks simultaneously.&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|400px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[File:RE6 Hydra 1.jpg|thumb|none|600px|Helena holds the Hydra while her partner Leon performs an idle animation.]]&lt;br /&gt;
[[File:RE6 Hydra 2.jpg|thumb|none|600px|Helena aims the Hydra shotgun at a zombie who tried to attack her.]]&lt;br /&gt;
[[File:RE6 Hydra 3.jpg|thumb|none|600px|After dispatching the zombie, Helena reloads the shotgun. She ejects all three shells and loads three new ones one by one; the three chambers can be seen filling up one by one during the reload animation.]]&lt;br /&gt;
[[File:RE6 Hydra 4.jpg|thumb|none|600px|Helena fires a quick shot at a zombie while performing some unnecessary acrobatics. Continuing to quick fire (provided that there is a target) will cause Helena to launch a combo of three different acrobatic firing maneuvers. Interestingly, if Helena fires the last shot from the Hydra with a quick shot, she will immediately reload as she gets up. This reload animation is shorter compared to normal, as Helena only loads one shell in the animation instead of three (though all three shells are still reloaded).]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
A pump-action shotgun that resembles the [[Ithaca 37]] makes an appearance with a pistol grip, wooden pump, a heat shield/rails combo, and red-dot sight. Unlike the Ithaca, it has a side ejection port. It can be found in Leon and Jake's campaigns. One BSAA operative, Jeff, is also equipped with the shotgun. Like the &amp;quot;Triple Shot&amp;quot;, the laser is shown to be enamated from the red dot sight when laser only aiming mode is used.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca Stakeout Parkerized.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:RE6 Shotgun 1.jpg|thumb|none|600px|Leon holds an empty shotgun in a forest cemetary.]]&lt;br /&gt;
[[File:RE6 Shotgun 2.jpg|thumb|none|600px|After getting some ammo, Leon reloads his shotgun. Like the Assault Shotgun, every shell-loading motion in the reload animation loads two rounds into the magazine.]]&lt;br /&gt;
[[File:RE6 Shotgun 3.jpg|thumb|none|600px|The reload is always ended with a pump of the handle.]]&lt;br /&gt;
[[File:RE6 Shotgun 4.jpg|thumb|none|600px|The shotgun is aimed at a crawling zombie.]]&lt;br /&gt;
[[File:RE6 Shotgun 5.jpg|thumb|none|600px|Leon fires the shotgun at the zombie.]]&lt;br /&gt;
[[File:RE6 Shotgun 6.jpg|thumb|none|600px|Leon pumps the shotgun, ejecting a spent shell.]]&lt;br /&gt;
[[File:RE6 Shotgun 7.jpg|thumb|none|600px|Leon performs a contextual melee action on a downed zombie, causing him to strike down on the zombie's head with the butt of the shotgun, exploding the zombie's head.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==&amp;quot;Bear Commander&amp;quot;==&lt;br /&gt;
The &amp;quot;Bear Commander&amp;quot; is a 5.56mm assault rifle found in Jake and Ada's campaigns. It does not seem to be based on anything in particular, and elements of ''Resident Evil 5'''s [[SIG SG 556|SIG-Sauer SIG556 HOLO]], the [[DSA SA58 OSW]], [[Remington ACR]], and many other Western-developed rifles can be seen. It's equipped with an underbarrel 40mm grenade launcher, which only fires HE grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Bear Commander 1.jpg|thumb|none|600px|Sherry readies her &amp;quot;Bear Commander&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Bear Commander 2.jpg|thumb|none|600px|Sherry aims her assault rifle. Like many others, the &amp;quot;Bear Commander&amp;quot; doesn't have a modeled laser sight, so the laser comes out of the barrel instead.]]&lt;br /&gt;
[[File:RE6 Bear Commander 3.jpg|thumb|none|600px|Sherry reloads her weapon.]]&lt;br /&gt;
[[File:Re6bc.jpg|thumb|none|600px|&amp;quot;Bear Commander&amp;quot; model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Assault Rifle for Special Tactics&amp;quot;==&lt;br /&gt;
In addition to his 909 (and a combat knife), Chris starts with the &amp;quot;Assault Rifle for Special Tactics&amp;quot;, a 5.56mm assault rifle with a 30-round magazine. It has apparently been adopted by the BSAA to replace the [[G36]]s and [[SIG SG 556|SIG556 HOLO]]s they previously carried. Its design is similar to an [[ACR]], but it has a carry handle and charging handle similar to the [[FAMAS]]. An AN/PEQ-15A laser sight is fitted to the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
One can be seen in the hands of a survivor at the gun shop in Tall Oaks during Leon's story, and zombified soldiers throughout the game can sometimes be seen with the weapon, which they fire mindlessly.&lt;br /&gt;
[[Image:Bushmasteracrentry.jpg|thumb|none|400px|Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RE6 AR 1.jpg|thumb|none|600px|Chris readies his assault rifle moments after fast-roping off of a helicopter.]]&lt;br /&gt;
[[File:RE6 AR 2.jpg|thumb|none|600px|Chris aims his assault rifle at a J'avo whose left arm had spontaneously mutated after being injured. Partially recycling the neck-bursting Plaga gimmick from ''4'' and ''5'', J'avos can mutate if their bodyparts are damaged, becoming more physically powerful.]]&lt;br /&gt;
[[File:RE6 AR 3.jpg|thumb|none|600px|Chris and Piers enter an alleyway filled with J'avo fighters.]]&lt;br /&gt;
[[File:RE6 AR 4.jpg|thumb|none|600px|Chris aims his rifle from cover.]]&lt;br /&gt;
[[File:RE6 AR 5.jpg|thumb|none|600px|After clearing the alleyway, Chris reloads his rifle. The reload animation is more or less the same as the &amp;quot;MP-AF&amp;quot;, complete with Chris flipping the gun over to rack the charging handle.]]&lt;br /&gt;
[[File:RE6 BSAA AR.jpg|thumb|none|600px|Chris looks at one of his BSAA teammates, who is armed with the &amp;quot;Assault Rifle for Special Tactics&amp;quot;.]]&lt;br /&gt;
[[File:RE6 Chris Piers Cutscene.jpg|thumb|none|600px|Chris and Piers advancing together, equipped with the &amp;quot;Assault Rifle for Special Tactics&amp;quot; and the &amp;quot;MP-AF&amp;quot; respectively.]]&lt;br /&gt;
[[File:Re6ChrisCgRifle.jpg|thumb|none|300px|Promotional image of Chris Redfield with his rifle.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
A 5.56mm NATO rifle most closely resembling the [[AEK-971]] appears in Leon's campaign as the &amp;quot;Assault Rifle RN&amp;quot;. It is outfitted with a bayonet and a side-folding stock. The bayonet is used in the quick melee and contextual melee animations. Like the other weapons that do not have a modeled laser sight, the laser comes out of a silly place when the solid laser aiming mode is used; in this case, the laser comes out of the rear iron sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|400px|AEK-971 (Current Model) with folding stock -  5.45x39mm]]&lt;br /&gt;
[[File:RE6 ARRN 1.jpg|thumb|none|600px|Helena discovers the &amp;quot;Assault Rifle RN&amp;quot; right where you'd expect it to be—in a coffin in a catacomb under a mineshaft under a biolab under a cathedral.]]&lt;br /&gt;
[[File:re51052.jpg|thumb|none|600px|Helena skulks around in the catacombs with the &amp;quot;Assault Rifle RN&amp;quot;.]]&lt;br /&gt;
[[File:RE6 ARRN 2.jpg|thumb|none|600px|Helena aims the assault rifle at an indoor waterfall. Note the laser coming out of the rear iron sight.]]&lt;br /&gt;
[[File:RE6 ARRN 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RE6 ARRN 6.jpg|thumb|none|600px|Helena kills a downed zombie with a bayonet thrust.]]&lt;br /&gt;
[[File:RE6 ARRN Bayonet Thrust.jpg|thumb|none|600px|After stunning a zombified soldier with a few bayonet slashes, Helena thrusts the bayonet into the zombie's abdomen.]]&lt;br /&gt;
[[Image:Assaultrifrn.jpg|thumb|none|600px|The model of the &amp;quot;Assault Rifle RN&amp;quot;. Note that its charging handle is ambidexterous, unlike the AEK-971.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SIG-Sauer SSG 3000 ==&lt;br /&gt;
In Jake's and Ada's campaigns, a 7.62mm bolt-action sniper rifle similar to the [[SIG-Sauer SSG 3000]] or the [[Steyr Scout]] can be found and used. It is simply named &amp;quot;Sniper Rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some survivors at the Tall Oaks Cathedral use the sniper rifle. Assassins sent by &amp;quot;The Family&amp;quot; also use the sniper rifle. A scopeless version of the rifle, apparently with wood furniture, can also be seen at the Tall Oaks gun shop. As with every other gun present, it cannot be used.&lt;br /&gt;
&lt;br /&gt;
[[File:SSG3000.jpg|thumb|none|400px|SIG-Sauer SSG 3000 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 1.jpg|thumb|none|600px|Sherry holds the sniper rifle. The sniper rifle is not symmetrical, and the bolt handle visibly flips when players flip between left handed view and right handed view.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 2.jpg|thumb|none|600px|Aiming the sniper rifle at a J'avo.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 3.jpg|thumb|none|600px|Sherry operates the bolt after a shot.]]&lt;br /&gt;
[[File:RE6 Sniper Rifle 4.jpg|thumb|none|600px|Sherry reloads the sniper rifle. Like the shotguns, the reload is done with individual rounds, and Sherry loads two rounds with every motion.]]&lt;br /&gt;
[[File:Re6PiersWithSniper.jpg|thumb|none|300px|Promotional image of Piers with the sniper rifle. He doesn't actually use the gun in-game though, as his signature sniper is the &amp;quot;Anti-Materiel Rifle&amp;quot;.]]&lt;br /&gt;
[[File:Re6 assaultriflern actionfig.jpg|thumb|none|600px|Raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Anti-Materiel Rifle&amp;quot;==&lt;br /&gt;
Piers' other starting weapon (in addition to the &amp;quot;MP-AF&amp;quot;) is a massive fictional sniper rifle called the &amp;quot;Anti-Materiel Rifle&amp;quot;. It appears to be a cross between the [[Mechem NTW-20]] and the [[AW50F|Accuracy International Arctic Warfare 50]]. The weapon is a straight-pull bolt-action, using the large NTW-style carry handle as a charging handle, with a 10-round magazine of 12.7mm ammunition. It features a two-setting magnifying scope, with the alt-fire toggling between standard and thermal scope modes.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|400px|Mechem NTW-20 - 20x83.5mm MG151]]&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|400px|Accuracy International Arctic Warfare 50 - .50 BMG]]&lt;br /&gt;
[[File:RE6 AMR 1.jpg|thumb|none|600px|Piers looks around anxiously while carrying his &amp;quot;Anti-Materiel Rifle&amp;quot;. For some reason, when characters go idle, most characters play an &amp;quot;anxious&amp;quot; animation before going into their actual relaxed idle animation.]]&lt;br /&gt;
[[File:RE6 AMR 2.jpg|thumb|none|600px|Piers fires a quick shot from his AMR, noscoping the unsuspecting J'avo.]]&lt;br /&gt;
[[File:RE6 AMR 3.jpg|thumb|none|600px|Piers operates the massive bolt on the AMR after his epic shot.]]&lt;br /&gt;
[[File:Re6PiersBigSniper.jpg|thumb|none|600px|Piers reloads his &amp;quot;Anti-Materiel Rifle&amp;quot; while covering Chris. While Chris gets ridiculously huge muscles, Piers gets a ridiculously huge gun.]]&lt;br /&gt;
[[File:Re6BigSniperSight.jpg|thumb|none|600px|Piers aims down his AM rifle's scope at a group of Edonian soldiers clustered around a &amp;quot;T-42&amp;quot; tank, which appears to be a over-sized Sherman tank(!).]]&lt;br /&gt;
[[File:Re6am.jpg|thumb|none|600px|The AM Rifle's raw model.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Semi Automatic Sniper Rifle&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A 7.62mm sniper rifle that appears to be a combination of the [[Mk 14 Mod 0]] and a [[Remington MSR]] can be used, called the &amp;quot;Semi Automatic Sniper Rifle.&amp;quot; It holds five rounds and fires in semi-automatic. &lt;br /&gt;
&lt;br /&gt;
Leon and Helena acquire one at the Tall Oaks Cathedral; Chris and Piers find one aboard an aircraft carrier hijacked by Neo-Umbrella. Piers also uses one in all his alternate loadouts in the Mercenaries; Ada's unnamed partner &amp;quot;Agent&amp;quot; also uses one, as does Ellis from ''Left 4 Dead 2'' in No Mercy.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RemingtonMSR.jpg|thumb|none|400px|Remington MSR with Harris bipod, Leupold Mark 4 scope, and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Re5asn2.jpg|thumb|none|600px|Helena holds the hybrid rifle; at full size, an AR15-style charging handle can be seen at the rear of the receiver.]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Aim.jpg|thumb|none|600px|The scope of the hybrid sniper rifle.]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Reload 1.jpg|thumb|none|600px|Inside the cathedral, Helena reloads her sniper rifle. She replaces the magazine...]]&lt;br /&gt;
[[File:RE6 Semi Auto Sniper Reload 2.jpg|thumb|none|600px|...and pulls the charging handle without ''actually'' pulling it.]]&lt;br /&gt;
[[File:Re6snip.jpg|thumb|none|600px|Raw model of SASS.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Enemy J'avo snipers that appear in some levels wield what appears to be [[SVD Dragunov]] sniper rifles. They are equipped with laser sights so players can know where they're getting shot from.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:RE6 Javo Sniper 1.jpg|thumb|none|600px|A J'avo sniper holds his sniper rifle. Note the gas tube extending all the way to almost the front sight, with an odd rectangular block in the middle, behind the actual gas block.]]&lt;br /&gt;
[[File:RE6 Javo Sniper 2.jpg|thumb|none|600px|The sniper aims at Sherry.]]&lt;br /&gt;
[[File:RE6 Javo Sniper 3.jpg|thumb|none|600px|A closer look at a J'avo sniper and his sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
==Hybrid Machine Gun==&lt;br /&gt;
The fictional [[M249]]-[[RPD]]-[[PKM]] hybrid machine gun from ''[[Resident Evil 5]]'' reappears again and is seen being carried by some J'avo. Similar to ''Resident Evil 5'', this weapon is only used during a car chase sequence in Chris campaign Chapter 3.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD light machine gun - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of flash hider - 7.62x54mmR]]&lt;br /&gt;
[[File:RE6-mg.jpg|thumb|none|300px|Promotional image of a J'avo with the ''Resident Evil 5'' hybrid machine gun.]]&lt;br /&gt;
[[File:RE6 Car Chase MG.jpg|thumb|none|600px|Piers drives after Imposter Ada, while Chris shoots at J'avo cars in the way.]]&lt;br /&gt;
[[File:Re6pkm.jpg|thumb|none|600px|After a brief and bizarre interlude in a car park, Chris and Piers swap positions, allowing for a good shot of the hybrid machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] appears in-game being used by some J'avo. Leon and Helena uses one at the end of their campaign to finish off the final boss. Chris uses one in The Mercenaries game with his alternate costume, as does Coach. &lt;br /&gt;
&lt;br /&gt;
Unlike previous versions of the weapon the RPG-7 is not discarded when empty, but instead held onto. Furthermore, reload animations exist for the weapon, suggesting at one time the weapon was supposed to play a more major role in the story mode. In No Mercy, it is the only &amp;quot;power&amp;quot; weapon which doesn't spawn ammo.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|400px|RPG-7 w/PG-7GM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:RE6 Final Boss RPG.jpg|thumb|none|600px|&amp;quot;There's always a final boss, always a helicopter, always a rocket launcher...&amp;quot;]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 1.jpg|thumb|none|600px|Helena holds the RPG-7.]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 2.jpg|thumb|none|600px|Helena aims the RPG-7 at the final boss of their campaign, Major Spoilers.]]&lt;br /&gt;
[[File:RE6 Final Boss RPG 3.jpg|thumb|none|600px|After defeating Major Spoilers, Helena holds the empty RPG-7.]]&lt;br /&gt;
[[File:RE6-RPG7.jpg|thumb|none|300px|Promotional image of a J'avo armed with an RPG-7.]]&lt;br /&gt;
[[File:RE6 RPG 1.jpg|thumb|none|600px|A J'avo aims his RPG-7 at a BSAA helicopter.]]&lt;br /&gt;
[[File:RE6 RPG 2.jpg|thumb|none|600px|The J'avo dies alongside his fired RPG-7. As a scripted death, this J'avo's corpse does not disappear into nothingness.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Grenade Launcher==&lt;br /&gt;
The &amp;quot;Bear Commander&amp;quot; assault rifle is seen with a fictional tip-down barrel grenade launcher attached underneath the barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Bear Commander GL.jpg|thumb|none|600px|The &amp;quot;Bear Commander&amp;quot; in the grenade launcher mode. Note that a grenade launcher leaf sight has been flipped up.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 1.jpg|thumb|none|600px|Aiming the UBGL.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 2.jpg|thumb|none|600px|Firing a grenade.]]&lt;br /&gt;
[[File:RE6 Bear Commander GL 3.jpg|thumb|none|600px|Sherry reloads the grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Grenade Launcher==&lt;br /&gt;
A revolver-type grenade launcher makes an appearance in the game, usable by Chris and Piers. Its design appears to be a cross between the two main grenade launchers of the ''Resident Evil'' series, the [[ARWEN 37]] and the [[Milkor MGL]]. It fires three different kinds of ammunition: Explosive, Acid and Nitrogen. It holds six 40mm rounds. &lt;br /&gt;
[[File:Arwen 37.JPG||thumb|none|400px|ARWEN 37 - 37mm]]&lt;br /&gt;
[[File:Milkor M32.jpg||thumb|none|400px|Milkor M32 MGL - 40mm]]&lt;br /&gt;
[[File:Re5gr2.jpg|thumb|none|600px|Piers holds an ARWEN 37 as he ponders the objective written on a nearby wall.]]&lt;br /&gt;
[[File:RE6 GL Aim.jpg|thumb|none|600px|Piers decides that it's not worth pondering your objective when the objective is actively attacking you, and takes aim at the target helicopter. The grenade trajectory is affected by gravity only after a certain range. Before that, it travels straight like a rocket.]]&lt;br /&gt;
[[File:RE6 GL Reload.jpg|thumb|none|600px|After taking some damage and wasting some ammo, Piers takes shelter and reloads the grenade launcher, by dumping out all the rounds and loading new ones in two at a time. The reload has the same weird mechanics like the &amp;quot;Elephant Killer&amp;quot; reload. When the player switches ammo types, the grenade launcher spontaneously empties itself, requiring a reload to load the new ammo type (though sometimes glitches will result in only a few rounds being loaded in the first reload after an ammo switch, requiring a second reload to fill up the launcher).]]&lt;br /&gt;
[[File:Re6gl.jpg ||thumb|none|600px|GL model. Note the stock, similar to a [[Mk 14]].]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrower=&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
&lt;br /&gt;
During Chris' campaign, a BSAA cleanup crew armed with [[M2 Flamethrower]]s is seen destroying J'avo pupae in the wreckage of an apartment block. The flamethrower model is lifted directly from the Uroboros Mkono fight in ''Resident Evil 5''.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|400px|M2 Flamethrower]]&lt;br /&gt;
[[Image:Resi6-M2.jpg|thumb|none|600px|Piers takes a moment to examine a BSAA soldier's M2 flamethrower. He then makes plans to stay as far away from this man as possible when the bullets start flying.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
&lt;br /&gt;
[[Browning M2]]s in remote weapon stations can be seen mounted on BSAA APCs during Chris' campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2HB.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:Resi6-BrowningM2.jpg|thumb|none|600px|Piers examines the Browning M2 mounted on a BSAA BRDM-2 APC, experiencing acronym overload.]]&lt;br /&gt;
&lt;br /&gt;
==Flakvierling 38==&lt;br /&gt;
&lt;br /&gt;
During a crossover event in both Chris and Jake's campaigns, the characters have to sabotage a series of vintage [[Flakvierling 38]] anti-aircraft guns that are being used to attack BSAA helicopters, while fight off waves of enemies and two giant bosses.&lt;br /&gt;
&lt;br /&gt;
[[Image:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[Image:Resi6-Flak.jpg|thumb|none|600px|Piers watches as one of his BSAA friends operates his secret Gun Sabotaging Case.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-19==&lt;br /&gt;
The [[GAU-19]] hybrid that was seen in ''Resident Evil 5'' makes its return appearance. Two are mounted on the back of BSAA Hummvee in Chapter 5 of Leon's campaign. A few are found on top of a railway bridge in Chris campaign Chapter 2. Several are found in a city block combat arena during a crossover chapter between Chris and Jake's campaigns (Chris Chapter 2 and Jake Chapter 1), which pits the two teams against two large B.O.W.s known as Ogroman. Some can be found in Neo-Umbrella's underwater base near the end of Chris's campaign. Two are mounted on the rear door of the BSAA Chinook in Jake's campaign in Chapter 1. Ustanak, the creature that pursues Jake and Sherry throughout the campaign, at one point has three of these weapons mounted on a platform that connects to his right arm. As in ''Resident Evil 5'', all of these guns have unlimited ammo but will overheat from continous fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|400px|GD GAU-19/A with muzzle brake and mount - .50 BMG]]&lt;br /&gt;
[[File:RE6-GAU19.jpg|thumb|none|600px|Piers looks over a destroyed (but apparently still operable) GAU-19 during Chris' campaign.]]&lt;br /&gt;
[[File:RE6 Chinook GAU-19 1.jpg|thumb|none|600px|The two mounted GAU-19s found on a BSAA Chinook in Jake campaign Chapter 1.]]&lt;br /&gt;
[[File:RE6 Chinook GAU-19 2.jpg|thumb|none|600px|Jake mans one of the GAU-19s to defend himself and Sherry from the Ustanak...]]&lt;br /&gt;
[[File:RE6 Ustanak GAU-19.jpg|thumb|none|600px|...who is chasing the duo via a fleet of attack helicopters, armed with ''three GAU-19s''. &amp;quot;Over-the-top&amp;quot; doesn't even begin to describe this.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
&lt;br /&gt;
During a remarkably silly battle in Chris' campaign, he and Piers must face off with a parked aircraft armed with three giant [[GE M134 Minigun]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE6 Minigun Plane.jpg|thumb|none|600px|The Minigun Plane makes its grand entrance.]]&lt;br /&gt;
[[Image:Resi6-Minigun-1.jpg|thumb|none|600px|&amp;quot;Well, that was certainly something...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chaingun==&lt;br /&gt;
&lt;br /&gt;
[[M230 Chain Gun]]s are seen mounted on enemy attack helicopters seen throughout the campaigns. Two are also mounted the small helicopter Ada Wong captures from a Neo-Umbrella aircraft carrier at Lanshiang, which has no clear source of ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[Image:Resi6-Chaingun-2.jpg|thumb|none|600px|Jake and Sherry consider the inherent unfairness of zombies who can fly attack helicopters.]]&lt;br /&gt;
[[Image:Resi6-Chaingun-1.jpg|thumb|none|600px|Helena and Leon make their escape in Ada's helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Schwerer Gustav==&lt;br /&gt;
&lt;br /&gt;
A rather strange railway gun seen during Chris' campaign mounts a replica of the 80cm &amp;quot;Schwerer Gustav&amp;quot; railway gun with the front section of the barrel removed. The carriage shown is implausibly small and somehow self-propelled without having any kind of visible engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[Image:Resi6-Dora.jpg|thumb|none|600px|While wandering around his local warzone, Piers encounters a gun almost as big as Chris.]]&lt;br /&gt;
[[File:RE6 Railway Gun 1.jpg|thumb|none|600px|The railway gun enters the battle.]]&lt;br /&gt;
[[File:RE6 Railway Gun 2.jpg|thumb|none|600px|After firing a few shots, the railgun stops moving and becomes an enemy spawnpoint.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Grenade==&lt;br /&gt;
Like ''Resident Evil 5'', there are three types of grenades in ''Resident Evil 6'': Hand Grenades, Flash Grenades, and Incendiary Grenades. These appear to use the exact same models as ''5''. Hand Grenades are found in Chris and Ada's campaigns, Flash Grenades are found in Chris and Jake's campaigns, and Incendiary Grenades are found in Leon and Ada's campaigns. Enemies also ocassionally throw hand grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:RE6 Hand Grenade.jpg|thumb|none|600px|Chris prepares to throw a hand grenade in Mercenaries mode. Like ''5'', Chris (and everyone else, for that matter) doesn't bother to pull the pin on the grenade.]]&lt;br /&gt;
[[File:RE6 Flash Grenade.jpg|thumb|none|600px|Jake about to toss a flash grenade at a few charging J'avos.]]&lt;br /&gt;
[[File:RE6 Incendiary Grenade.jpg|thumb|none|600px|Ada prepares to burn some zombies.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3:_Nemesis&amp;diff=1494072</id>
		<title>Resident Evil 3: Nemesis</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3:_Nemesis&amp;diff=1494072"/>
		<updated>2022-04-03T17:59:56Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* SIG Pro SP 2009 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE3.jpg|thumb|right|300px|''Resident Evil 3: Nemesis'' (1999)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 3: Nemesis''''' is the third entry in the survival horror video game series ''[[Resident Evil]]'', and the sequel to ''[[Resident Evil 2]]''. The game was released for the PlayStation in 1999, and was also ported to Windows, Dreamcast, and GameCube. Set just 24 hours prior to the events of ''Resident Evil 2'', the story follows STARS member Jill Valentine as she tries to survive and escape from Raccoon City in the midst of its zombie outbreak. The titular main villain of the game is the Nemesis-T Type, a powerful and intelligent monster derived from the T-103 Tyrant from the first game, sent by the Umbrella Corporation to hunt down any remaining STARS team members in the city before they can escape and potentially further expose Umbrella's involvement with the outbreak.&lt;br /&gt;
&lt;br /&gt;
Other major characters of ''Resident Evil 3'' include soldiers from the Umbrella Biohazard Countermeasure Service, a private army working under Umbrella, made up of mercenaries contracted from around the world. Originally sent to assist the RPD and evacuate civilians, most of the UBCS team sent into the city were obliterated. Notable surviving members include: Carlos Olivera, Nicholai Ginovaef (whose name is a mistranslated form of Nikolai Zinoviev), and Mikhail Victor, aswell as some other minor survivors, most of which do not last too long.&lt;br /&gt;
&lt;br /&gt;
[[Resident Evil 3 (2020 VG)|A remake]] of ''Resident Evil 3'', in the same vein as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], was released in 2020. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
Jill's main weapon is a custom [[Beretta 92FS Brigadier]] made especially for S.T.A.R.S. members, which she has retained even after her resignation from the RPD. The gun features custom grips with the S.T.A.R.S. emblem, a marked slide, a stainless steel barrel, and some other minor modifications. The game refers to the gun as the &amp;quot;M92F Custom&amp;quot;. This is the first time the Samurai Edge was introduced into the franchise and it would later become an icon associated with STARS, ''Resident Evil'' in general, and throughout video game culture. &lt;br /&gt;
&lt;br /&gt;
The in-game document &amp;quot;Fax From Kendo Gun Shop&amp;quot;, found on the fax machine in the S.T.A.R.S. office in the Raccoon Police Station, provides background information on the weapon. Designed by Joe Kendo, brother of Kendo Gun Shop owner Robert Kendo (a character in ''[[Resident Evil 2]]''), these custom Berettas are known as the &amp;quot;M92F S.T.A.R.S. Special&amp;quot;, with the nickname &amp;quot;Samurai Edge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Apart from standard 9x19mm rounds, the gun can also fire enhanced handgun rounds that do more damage and will always stagger enemies on hit (which is particularly useful for tough, fast-moving enemies like the Nemesis and Hunters), although at the cost of rate of fire as the greater recoil causes Jill to fire the weapon slower.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Jill Valentine's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from ''[[Resident Evil 3: Nemesis]]''.]] &lt;br /&gt;
[[Image:RE3 Samurai Edge.jpg|thumb|none|300px|92FS, Samurai Edge Kendo Custom as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== STI Edge  ==&lt;br /&gt;
The [[STI Edge]] is exclusive to Hard mode and is called the &amp;quot;STI Eagle 6.0&amp;quot;. It can be obtained by disabling the Nemesis twice, where he'll drop two separate sets of parts to complete the handgun. The weapon uses 9x19mm rounds, has purple checkered grips, and a pistol scope affixed using a frame-mounted rail, with the gun being mentioned as being specifically modified for competition shooting.&lt;br /&gt;
&lt;br /&gt;
Carlos Olivera also starts with the gun as his sidearm in the Mercenaries minigame. The weapon fires and reloads twice as fast as the standard handgun and the scope allows the weapon to randomly inflict critical damage, which will either instantly kill zombified humans and dogs (by decapitating them), or deal increased damage against tougher enemies. However, it cannot use enhanced ammunition.&lt;br /&gt;
&lt;br /&gt;
Interestingly, STI ''did'' release a model named Eagle in 2012, although with a 5 inch barrel instead of the game's 6 inch.&lt;br /&gt;
&lt;br /&gt;
[[Image:Stiedgestockimage1.jpg|thumb|none|350px|STI Edge - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:RE3 STI Eagle 6.0.jpg‎|thumb|none|400px|STI Edge as seen in RE3. Note the purple grip and pistol scope.]]&lt;br /&gt;
&lt;br /&gt;
== SIG Pro SP 2009 ==&lt;br /&gt;
The [[SIG Pro SP 2009]] is used by Nicholai Ginovaef in both the main and Mercenaries mini-game, by Carlos in his segment of the main game, and also used by UBCS Supervisor Tyrell Patrick in the hospital after mistaking Carlos for an enemy, implying its status as the UBCS' standard sidearm. It is called the &amp;quot;Merc's Handgun&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
It is functionally identical to Jill's 92FS Samurai Edge pistol with a slightly different firing sound, and can use both standard and enhanced handgun ammo (atleast in Nicholai's case in the minigame). Brad Vickers, the S.T.A.R.S team's pilot, is also curiously armed with an SP 2009 instead of a Samurai Edge when he is encountered in the bar, as referenced by the dull-grey finish of his sidearm instead of the two-tone black and white finish of the custom handgun.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic as the SIG Pro series was introduced in 1999, while the game takes place in September 1998. The gun was however, designed in 1998 and it wouldn't be too far-fetched for Umbrella to make a deal with arms manufacturers to gain access to their to-be-released lineup in advance. Interestingly enough, there is an unused icon for an alternate handgun that can be found in the game's files, which resembles a [[SIG-Sauer P228]], which implies that Capcom were originally going to give the UBCS more setting-appropriate sidearms before going with the newer SP2009.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gsg9-1.jpg|thumb|none|350px|SIG Pro SP 2009 - 9x19mm]]‎‎&lt;br /&gt;
[[Image:RE3 SIG Pro SP 2009.jpg|thumb|none|350px|The SIG Pro SP 2009 as seen in RE3.]]&lt;br /&gt;
[[File:RE3-Tyrell-SIGPro2009.jpg|thumb|none|600px|Tyrell aims his SIG Pro at Carlos in the hospital.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 629 Classic ==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Classic]] can be found either in the S.T.A.R.S. Office weapons locker or the locker in the Power Station. The in-game description says the weapon is fitted with weights to reduce recoil, yet the weapon has a heavy recoil anyway. This is Mikhail's primary sidearm in the Mercenaries bonus game.&lt;br /&gt;
&lt;br /&gt;
As the magnum-type handgun in the game, its the most powerful non-explosive weapon available, capable of killing non-boss enemies with a single direct hit and is also capable of dismemberment. Ammunition for it, however, is exceedingly limited (there are only two ammo pickups in the entire game, one from the corpse of a dead mercenary in the park and the last one is at the final phase of the dead factory) and hard to make (it requires a C+C+C gunpowder mixture). While its slightly weaker than the grenade launcher using flame or freeze rounds, the magnum has the benefit of being a powerful hitscan weapon, which makes it very difficult for the Nemesis to dodge frontal shots.&lt;br /&gt;
&lt;br /&gt;
[[Image:SW629BD2.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 Classic with wood grips - .44 Magnum]]&lt;br /&gt;
[[Image:RE3 S&amp;amp;W Model 629 C.jpg|thumb|none|400px|S&amp;amp;W 629 Classic as seen in RE3.]]&lt;br /&gt;
[[Image:STARS2.jpg|thumb|none|500px|''You want STARS? I'll give you STARS!''&amp;lt;br&amp;gt;The 629 in all of its pixelated glory.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power ==&lt;br /&gt;
The [[Browning Hi-Power]] is still depicted as the main duty sidearm of the RPD, as seen during the RPD's last stand in the opening cutscene; this is a continuity nod to ''[[Resident Evil 2]]'', which confusingly takes place ''after'' the events of the first part of the game. As Jill is a member of the elite STARS unit, she is equipped with her custom Beretta 92FS instead, so the Hi Power is not usable in-game.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h49m02s92.jpg|thumb|none|600px| An RPD patrol officer takes aim with his Browning Hi Power at an approaching horde of zombies, while his partner readies their car's shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
Two variants of the [[Remington 870]] are seen in the opening FMV cutscene, the police folder, and the synthetic full-stocked variant with a Surefire dedicated forend weaponlight. All patrol cars seem to have the folding stock variant equipped, while the elite Select Police Force (the successor to the devastated STARS teams from the first game) carry the fixed stock version. In reality, this seems backward, as the folding stock would be much more useful to the close quarters riot police normally encounter, while the fixed stock would be more practical for armed standoffs.&lt;br /&gt;
[[Image:Remington870LONGFolder.jpg|thumb|none|500px|Remington 870 Police Magnum with stock folded and extended magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:Rem870w618Surefire.jpg|thumb|none|500px|Remington 870 with Surefire dedicated forend weaponlight - 12 gauge]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20661).jpg|thumb|none|600px| An RPD patrol officer fires his police-folding Remington 870 with the stock folded; this appears to be accepted doctrine for the RPD as none are ever shown the stock unfolded.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20778).jpg|thumb|none|600px| An SPF officer fires the fixed-stock 870 alongside another patrol cop. He seems to be having a hard time opening fire on what appear to be unarmed civilians, as evidenced by his averted eyes.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
A [[Benelli M3 Super 90]] shotgun with a wooden pistol grip and pump can be found inside the zombie-ridden basement in the uptown alleyway, early in the game. Its also one of the weapons of Mikhail during the Mercenaries minigame. The weapon is reasonably powerful at close range due to it's high damage and wide spread, plus is able to reliably stagger or knockdown non-boss enemies to allow some breathing room.&lt;br /&gt;
&lt;br /&gt;
It can fire modified shells for increased firepower. The modified shells are so powerful, however, that Jill is slightly pushed back a bit after firing a shot.&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE3 Benelli M3.jpg|thumb|none|490px|M3 Super 90 as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester 1892 &amp;quot;Mare's Leg&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] is exclusive to Hard Mode and is incorrectly called the &amp;quot;M37 Western Custom&amp;quot;. The weapon can be obtained after disabling the Nemesis 5 times, where he'll drop two sets of parts to complete the weapon. Its incorrectly depicted as being a 12 gauge shotgun like a [[Winchester Model 1887]]. It cannot use the modified shells, does slightly less damage and has one shell less than the Super 90. But has a faster rate of fire, quicker reload time, and wider shot-spread due to the shorter barrel, making it more effective at clearing rooms of non-boss enemies. &lt;br /&gt;
&lt;br /&gt;
Jill &amp;quot;flip-cocks&amp;quot; the lever mechanism with one hand; unlike most videogames, the lever loop at least appears to have been widened on the inventory icon to accommodate this.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mare'sleg.jpg|thumb|none|400px|Winchester 1892 &amp;quot;Mare's Leg&amp;quot; w/ D lever loop and rounded barrel - .44-40.]]&lt;br /&gt;
[[Image:RE3 Western Custom.jpg‎|thumb|none|450px|&amp;quot;Western Custom M37&amp;quot; as seen in RE3.]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A3 ==&lt;br /&gt;
The [[MP5A3]] with a Navy trigger group is depicted as the main duty weapon of the RPD's Select Police Force. Although the models are somewhat low detailed, they have Navy fire-selector levers but lack the pictogram markings. Several weapons are seen during the RPD's last stand, although none are available in-game.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h08m00s207.jpg|thumb|none|600px| A mismatched line of RPD forces, apparently the only surviving police in the city, attempt to hold the line against a horde of undead in the game's first cutscene. A Browning Hi Power and Remington 870 are seen in the hands of the two patrol officers taking cover nearby.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20576).jpg|thumb|none|600px| A Select Police Force officer fires his MP5 on full auto into an approaching crowd of infected.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20599).jpg|thumb|none|600px| Another shot of the first screen shot.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
Jill starts with a customized [[M4A1 Carbine]] in her inventory on easy mode. In hard mode, it can only be obtained by disabling the Nemesis 7 times (this means he has to be taken down during every combat encounter before the Dead Factory, excluding the cable car ambush), if the main game hasn't been completed yet. Alternatively, an M4A1 with infinite ammo can be obtained by buying it from the Mercenaries minigame store. In-game it is equipped with a vertical grip, a bipod, a rear back-up sight, and an Aimpoint CompM2 red dot sight, the color of the lens of which changes color depending on the firing mode (red for full-auto and green for manual), and its ammo is called &amp;quot;Assault Rifle bullets&amp;quot;, although extra ammo is only available during easy mode. &lt;br /&gt;
&lt;br /&gt;
It is erroneously depicted with both a three-round burst and a fully automatic option; M4A1s only have Safe-Semi-Full Auto trigger groups, although a possible explanation for this is that the shooter is firing &amp;quot;manually&amp;quot; in short bursts instead. The gun is fired from the hip if set to auto-mode and fired from the shoulder if set to the &amp;quot;manual&amp;quot; 3-round burst mode. Much like the MAC-11 from the previous game, it's ammunition is listed in percentage and each percent is equal to 3 rounds, so a full 100% magazine is 300 rounds.&lt;br /&gt;
&lt;br /&gt;
Carlos is armed with an M4A1 in both the Mercenaries and the small part of the main game in which he is playable. Mikhail is also equipped with an M4A1 carbine in the main game and depending on events he uses it to kill off both zombies and distract the Nemesis. It is also used by the majority of U.B.C.S. members, none of whom have any after market attachments or any idea what the weapon's sights are for, since literally not one of them decides to fire the gun from the shoulder while shooting. &lt;br /&gt;
&lt;br /&gt;
A curious note about the M4 is that despite it using a rifle cartridge, one which would be comparable in power to the .44 Magnum revolver, the M4 is quite weak, requiring around 8 rounds to dispatch a normal zombie while the 92F only requires around 4-5 shots and the magnum is capable of taking out everything but boss-type enemies in a single shot. This is likely a balancing measure in response to the percentage-based ammo system automatic weapons use in ''Resident Evil'' games prior to ''4'', as these weapons are primarily designed to deal sustained damage against groups enemies.&lt;br /&gt;
&lt;br /&gt;
Interesting note, all M4s in CGI cutscenes equipped by U.B.C.S. are seen without any modifications, a most notable scene reflect that Mikhail Victor fires it at Nemesis on the streetcar; the two M4A1s in in-game scene and CGI scene are quite different, despite the fact that they must be the same one. The vertical foregrip and bipod seem to be attached via a rail bolted to the hand guard as the rest of the hand guard resembles the standard hand guard and not a R.I.S. hand guard. The Aimpoint CompM2 is attached via an older mount. &lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:RE3 M4A1.jpg‎|thumb|none|600px|M4A1 Carbine as seen in RE3.]]&lt;br /&gt;
[[File:RE3M4A1Jill1.jpg|thumb|none|600px|Jill aiming the M4A1 from the shoulder in &amp;quot;manual&amp;quot; mode, as she's menaced by a door.]]&lt;br /&gt;
[[File:RE3M4A1Jill2.jpg|thumb|none|600px|Not feeling secure enough, she switches to &amp;quot;auto&amp;quot; mode and aims from the hip.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h10m27s61.jpg|thumb|none|600px| Two UBCS Mercenaries attempt to clear the apparently deserted hospital in the game's opening cinematic. This scene also occurs in ''Operation Raccoon City'', where it is revealed they belonged to Nicholai's squad and were abandoned by their NCO to their deaths.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20876).jpg|thumb|600px|none| Another pair of mercenaries explores an alleyway, only to have a hastily constructed barricade give way to more zombies.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20886).jpg|thumb|600px|none| Both mercenaries are forced out of frame...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h11m02s88.jpg|thumb|none|600px| and only manage to fire their rifles into the air at nothing.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h11m11s96.jpg|thumb|none|600px| A solitary mercenary near the end of the extended opening cutscene is cornered by more zombies, and makes the agonizing mistake of not saving his last bullet for himself, or at the very least aiming down his sights to give him a better chance of breaking out of his situation.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Accuracy International Arctic Warfare ==&lt;br /&gt;
A low-detail [[Accuracy_International_AW#Accuracy_International_Arctic_Warfare|Accuracy International Arctic Warfare-type]] sniper rifle can be seen standing up against machinery in the Incinerator Room, apparently left behind by the deceased US Special Forces team Jill finds scattered about the Dead Factory. It is the first sniper rifle in the series, and is unusable to the player.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3-AW.jpg|thumb|none|600px| Jill finds an orphaned and frightened Arctic Warfare in the Dead Factory, but is forced to leave it behind as ''Resident Evil 3'' has pre-rendered backgrounds and is, therefore, not sufficiently advanced enough to let her use a sniper rifle. Then again there's nothing stopping her from just firing it without bother to aim with the sight, since her next opponent is roughly the size of an tank.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Minigun ==&lt;br /&gt;
The same three-barreled Gatling Gun from RE2 returns as an unlockable weapon. It can only be obtained by playing the Mercenaries minigame and buying it for $3,000, where it'll be available in the main game with infinite ammo. Its essentially a slightly more powerful and faster M4A1 with a spread effect. The weapon is effective against non-boss enemies due to it's punishing rate of fire and unlimited ammunition, but requires a second to spool up and turning speed when this weapon is readied is heavily reduced.&lt;br /&gt;
&lt;br /&gt;
[[Image:RE3 Gatling Gun.jpg‎|thumb|none|400px|Minigun as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Hk-P&amp;quot; (Fictional Grenade Launcher) ==&lt;br /&gt;
&lt;br /&gt;
A grenade launcher called the &amp;quot;Hk-P&amp;quot; in-game seems to be based on an [[Smith &amp;amp; Wesson 276 Gas Gun#Defense Technologies 37mm Gas Gun|DefTech 1315]] 37mm gas gun with the addition of a horizontal foregrip, OD furniture, and the tube and folding grenade sight from [[M79 grenade launcher]]. The &amp;quot;Hk-P&amp;quot; is found randomly inside either the locker inside the S.T.A.R.S office or inside a locker in the powerplant. Like in most Resident Evil games, it can use many different (and usually fictional) grenades rounds which include: standard (explosive), acid, flame, and nitrogen.      &lt;br /&gt;
[[Image:DefTech1315.jpg|thumb|none|450px|DefTech 1315 - 37mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:RE3 Grenade Launcher.jpg‎|thumb|none|400px|&amp;quot;Hk-P&amp;quot; as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
The most powerful single-shot weapon in the game. The [[M202 FLASH]], incorrectly identified as the &amp;quot;M66 Rocket Launcher&amp;quot; (a name seemingly alluding to its 66mm bore) is capable of firing powerful rockets that will kill all non-boss enemies with a single shot, and the Nemesis can be taken down with only two. As is the norm in video games, these are high-explosive rockets, rather than the incendiary rockets that the FLASH actually used. The weapon only has 4 rockets with no spare ammo available, however it is found at a point where there is only one other enemy that merits the use of the rocket launcher, and they are assisted by an even heavier weapon during that fight. The launcher has no elevation animation so it can only be aimed vertically, although through the power of video game magic, the rockets will usually still hit knee-high targets, despite them being too low for the shot to realistically score a hit. The weapon also has a slightly longer draw speed due to it's weight and heavily reduces turning speed (which can be slightly mitigated by using auto-aim, which causes the player to pivot to the next enemy instantly).&lt;br /&gt;
&lt;br /&gt;
A regular non-unlimited rocket launcher can be found in the near the end of the game or an unlimited ammo version can be bought in the Mercenaries bonus game. Mikhail has the same rocket launcher in the Bonus game but this holds 8 rounds as opposed to 4. An unobtainable M202 can also be seen in the Incinerator plant, sitting next to the body of a dead US Special Forces operator.&lt;br /&gt;
&lt;br /&gt;
The launcher in the game appears to have been referenced from the prop M202 seen in ''[[Commando]]'' rather than a real weapon, and has a front pistol grip and MP5-like rear grip. This same design would later be used in the [[Resident Evil (2002 VG)|Resident Evil remake]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:CommandoM202Flash-5.jpg|thumb|none|400px|Fake M202 FLASH from ''[[Commando]]'': note the large rectangular sling loops, less curved corners, and thick rims at the front and rear of the launcher.]]&lt;br /&gt;
[[Image:RE3 FLASH.jpg|thumb|none|400px|M202 FLASH as seen in RE3]]&lt;br /&gt;
[[File:RE3USSFM202.jpg|thumb|none|400px|A dead US Special Forces operator with an M202 next to him. It cannot be obtained or inspected, probably meaning all rockets for it has been expended, which would probably be a better explanation for all the dead Tyrants nearby.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The Nemesis is armed with a rocket launcher based on the [[FIM-92 Stinger]] that he uses during certain encounters, which gives him dangerous ranged capabilities as it allows him to snipe at the player at great ranges, though its projectiles can be dodged with either the game's finicky dodge mechanic, shooting him just before he fires a rocket (which causes him to flinch and miss), or ducking to a nearby wall. It is very powerful however and it typically only takes two direct hits to kill even while your status is still ''Fine''. It doesn't help that the Nemesis can launch rockets in quick succession, so he can launch a follow-up shot while you're dazed from the first hit.&lt;br /&gt;
&lt;br /&gt;
The weapon has a limited ammunition count of 6 rockets, which the Nemesis cycles through by &amp;quot;pumping&amp;quot; the weapon over his shoulder after every shot; despite this, there's no clear indication whatsoever as to ''where'' the extra rockets he cycles through are stored. After all the rockets are expended, he'll discard it (which also destroys it in the process) and resort to close combat. &lt;br /&gt;
 &lt;br /&gt;
As with the FIM-92 Stinger in [[Resident Evil 2]], it is erroneously depicted as simply being a direct fire rocket launcher and lacks the top-mounted tracking antenna. The missiles it launches are smaller than the launcher's length, being roughly similar in size to 83mm rockets. The launcher is also much, ''much'' longer than the real-life FIM-92, with a length of over 7 feet, almost as tall as Nemesis. Overall, it appears to be a custom launcher made by Umbrella specifically for his use, as shown in [[Resident Evil: Operation Raccoon City|Operation Raccoon City]], where he gains access to it via weapon crates.&lt;br /&gt;
&lt;br /&gt;
He loses this weapon after the clock tower encounter, due to sustaining heavy damage.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[Image:Nemesis.jpg|thumb|none|400px|The Nemesis and his rocket launcher during a cutscene.]]&lt;br /&gt;
[[File:RE3NMSRL.jpg|thumb|none|400px|The Nemesis in-game with his rocket launcher and angry murder grin on-hand. Note that the launcher is splattered with blood, likely from bashing anyone or anything that got in its way.]]&lt;br /&gt;
[[File:RE3NMSRL2.jpg|thumb|none|600px|Annoyed with Carlos' pinpricks from his M4A1 carbine, the Nemesis decides to swat him away with rocket-propelled force. Here, you see the weapon's projectile mid-flight, which is smaller than what the weapon's size would suggest.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Grenade==&lt;br /&gt;
In one version of Tyrell Patrick's death, he's seen detonating a grenade in an attempt to kill Nicholai. &lt;br /&gt;
&lt;br /&gt;
Mikhail will also use the same grenade type in a cutscene if the player comes back to the cable car area before getting all the repair components for it, and destroys the explosive barrel in the area. Here, he'll storm out of the car and kill a group of zombies attempting to breach the perimeter, after a second wave appears; he'll throw a grenade their way and kill the rest of them.&lt;br /&gt;
[[File:RE3-Grenade.jpg|thumb|none|600px|Tyrell pulls out the grenade while Nicholai is distracted. While it fails to kill Nicholai (who survived a 40-foot drop somehow after jumping out of a window to escape) it inadvertently saves Carlos' life.]]&lt;br /&gt;
&lt;br /&gt;
==Bomb==&lt;br /&gt;
In the other version of Tyrell's death, Tyrell opens a booby-trapped safe inside the Raccoon City hospital and gets blown up by what appears to be a brick of C4 attached to an electronic detonator. The same explosives can be seen during Carlos' exit from the hospital, where Nicholai rigged the building with them on a timed detonator to demolish the hospital and bury any potential evidence or survivors located in the building.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3-Safe-Bomb.jpg|thumb|none|600px|Tyrell opens the ''wrong'' safe. Surprisingly despite an explosive charge detonating right in front of his face, his body is still more-or-less intact.]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Mine Thrower&amp;quot; ==&lt;br /&gt;
The Mine Thrower is an fictional break-action, cylinder-fed weapon created by Umbrella that is designed to fire Anti-Personnel SMART mines darts which explode after a short delay or when a creatures comes close to them (or embedded into the creature itself). The explosion however, damages everyone in range, including the shooter. The weapon can be found in the clock tower lobby next to the body of a dead UBCS merc.&lt;br /&gt;
&lt;br /&gt;
If the weapon is given infinite ammo by either the mercenaries minigame or Nemesis' last item drop; the mines will stop acting like mines and instead be miniature seeker missiles that home into enemies and also penetrate through multiple ones, whilst retaining their damage even without detonating. Of note, the Mine Thrower is the only weapon that has no reload animation, despite having spare ammo for it. Even if one has extra mine thrower darts in their inventory, Jill will not automatically reload an empty mine thrower. It must be manually reloaded using the inventory to fire again. However this is likely due to the standard minethrower's feature where reloading will cause all active mines to be deactivated.&lt;br /&gt;
[[Image:RE3-Mine Thrower.jpg|thumb|none|300px|Mine Thrower]]&lt;br /&gt;
&lt;br /&gt;
==Rail cannon==&lt;br /&gt;
An experimental rail cannon, codenamed &amp;quot;'''The Demon Sword of Paracelsus'''&amp;quot;, was used by a US Special Forces team deployed into Raccoon City, for use against any giant BOWs they might encounter in the Incinerator Plant. The weapon is about the size of an APC , and is fed by generators located inside the plant. How exactly they used it against mobile BOWs in an indoor environment is a mystery, but apparently they somehow managed given the amount of T-103 Tyrant corpses in the room (even managing to kill a heavily-mutated Tyrant with his power limiter coat removed).&lt;br /&gt;
&lt;br /&gt;
The weapon is used in the final battle against the Nemesis, who's mutations have turned him into a tank-sized Lovecraftian monstrosity who has grown heavily resistant to small-arms fire. Jill must power up the gun by installing batteries inside the generators, then baiting the Nemesis into getting into the rail cannon's line of fire. Three direct hits from the cannon will kill him, but shooting at the Nemesis helps in lowering the amount of shots needed to kill him, to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3Railcannon.jpg|thumb|none|400px|The rail cannon charging up to fire a shot. There is a corpse of a T-103 Tyrant below it, which makes us wonder if someone just got fed up and dropped the weapon on top of it.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_%E2%80%93_Code:_Veronica&amp;diff=1493093</id>
		<title>Resident Evil – Code: Veronica</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_%E2%80%93_Code:_Veronica&amp;diff=1493093"/>
		<updated>2022-03-29T04:41:54Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M79 Grenade Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RECV.jpg|thumb|right|300px|''Resident Evil – Code: Veronica'' (2000)]]&lt;br /&gt;
'''''Resident Evil – Code: Veronica''''' is a survival horror video game developed and published by Capcom and released for the Dreamcast in 2000. It is the fourth major installment in the ''Resident Evil'' series and the first to debut outside of a Sony PlayStation platform. The story takes place three months after the events of ''[[Resident Evil 2]]'' and the concurrent destruction of Raccoon City as seen in ''[[Resident Evil 3: Nemesis]]''. It follows Claire Redfield and her brother Chris Redfield in their efforts to survive a viral outbreak at both a remote prison island in the Southern Ocean and a research facility in Antarctica. The game retains the traditional survival horror controls and gameplay seen in previous series installments; however, unlike the pre-rendered backgrounds of previous games, ''Code: Veronica'' utilizes real-time 3D environments and dynamic camera movement.&lt;br /&gt;
&lt;br /&gt;
An FPS spinoff of this game, called ''Resident Evil Survivor 2 Code: Veronica'', would end up using much of this game's assets, including the same guns, but in first-person view. It was released for arcade machines and the Playstation 2 in 2001. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
== Beretta 93R ==&lt;br /&gt;
&lt;br /&gt;
The [[Beretta 93R]] is obtained during your first encounter with Steve.  When you first acquire it, it only holds 15 rounds and only fires in semi-automatic mode.  Later on, it can be upgraded to fire in 3-round bursts, as well as being given a 20-round magazine. It also receives a folding stock.&lt;br /&gt;
&lt;br /&gt;
It appears to be the standard handgun of the Rockford Island garrison, as Rodrigo carries one when Claire talks to him in the prison early in the game.&lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[Image:M93R (Code Veronica).jpg|thumb|none|600px|Standard Beretta 93R]]&lt;br /&gt;
[[Image:M93R Burst (Code Veronica).jpg|thumb|none|600px|Beretta 93R with burst-fire stock; the addition of &amp;quot;Burst&amp;quot; to the name is an odd redundancy, as &amp;quot;Raffica&amp;quot; means &amp;quot;Burst&amp;quot;.]]&lt;br /&gt;
[[File:RECodeVeronicaBeretta93R.jpg|thumb|none|600px|Claire with the Beretta in hand while giving him a lecture on how firing a heavy machine gun at a girl is not the best way to get her to like you.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power ==&lt;br /&gt;
&lt;br /&gt;
Claire is shown with a [[Browning Hi-Power]] during the intro movie.  She loses it when she is captured and it is never used in-game. It's presumably the same Hi-Power she acquired in ''Resident Evil 2''.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[Image:Image40.jpg|thumb|none|600px|Claire enters John Woo mode, and &amp;quot;drops&amp;quot; her Hi-Power]]&lt;br /&gt;
[[Image:RECVXHighPower.jpg|thumb|none|600px|Claire's Hi-Power has locked empty. Also seen in this shot is Rodrigo's Desert Eagle.]]&lt;br /&gt;
&lt;br /&gt;
== Calico Model 100P ==&lt;br /&gt;
&lt;br /&gt;
A pair of [[Calico Series of Rifles and Pistols|Calico Model 100P]] pistols can be obtained relatively early on after the first encounter with Steve, these are taken off of a zombie that busts out of a window.  The upside is that if fires faster than the 93R, and can lock onto 2 targets at once, fired akimbo. The downside is that there is limited ammunition for it and cannot be reloaded&lt;br /&gt;
[[Image:CalicoM110.jpg‎|thumb|none|350px|Calico M100 - .22 LR]]&lt;br /&gt;
[[Image:Calico M-100P (Code Veronica).jpg‎|thumb|none|600px|Calico M100-P]]&lt;br /&gt;
&lt;br /&gt;
== Glock 17 ==&lt;br /&gt;
&lt;br /&gt;
Chris Redfield's starting weapon is a [[Glock 17]]. The barrel can later be enhanced underneath the Rockfort Island training facility to fire rounds more powerfully. The enchancement seems to increase the chances of getting a critical headshot.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|350px|Glock 17 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:Glock 17 (Code Veronica).jpg|thumb|none|600px|Standard Glock 17]]&lt;br /&gt;
[[Image:Glock 17 Modified (Code Veronica).jpg|thumb|none|600px|Glock 17 &amp;quot;Enhanced&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
Steve's signature pistol(s) are a pair of ornately-engraved gold-plated [[Luger P08]]s he took from a display in the island's palace, which activated a trap in the process. Claire saves him and he claims the Lugers, saying that he found them (even though Claire found them before he did, but due to the trap could not actually take them). The game claims that they are chambered for .30 Luger.&lt;br /&gt;
&lt;br /&gt;
Claire can get the Lugers from Steve by exchanging them for a pair of MAC-11s. They are called the &amp;quot;Ashford Gold Lugers&amp;quot; in-game. Steve is a playable character in the Battle Game extra, and the Gold Lugers can be used by him. They have infinite ammunition and are reasonably powerful.&lt;br /&gt;
&lt;br /&gt;
The Ashford gold Lugers are, in fact, near identical replicas of a gold Luger made specifically for Hermann Göring.&lt;br /&gt;
&lt;br /&gt;
[[Image:Maruiashfordluger.jpg|thumb|none|350px|Tokyo Marui &amp;quot;Ashford Gold Luger&amp;quot; limited edition airsoft pistol.]]&lt;br /&gt;
[[File:Hermann-Goring-Luger.JPG|thumb|none|350px|Hermann Göring's custom gold Luger P08 - 9x19mm. Image courtesy of www.mg-props.co.uk]]&lt;br /&gt;
[[Image:Gold Lugers (Code Veronica).jpg|thumb|none|600px|Gold Lugers]]&lt;br /&gt;
[[File:RECV-Steve-Lugers.jpg|thumb|none|600px|Steve aiming the Lugers.]]&lt;br /&gt;
[[Image:REVCX Steve and his Gold Lugers.jpg|thumb|none|600px|Steve with his Gold Lugers.]]&lt;br /&gt;
&lt;br /&gt;
=Magnum Handguns=&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The only way to get the [[Colt Python]] is to place the fire extinguisher in the items box at the beginning of the game.  Chris can recharge this later in the Antarctic Base, put out the fire and then get the revolver. Ammo for this weapon is extremely rare, 6 rounds in the gun and 12 rounds that are found in the later half of the game.&lt;br /&gt;
[[Image:Colt Python .357.jpg|thumb|350px|none|Nickel plated Colt Python with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Colt Python (Code Veronica).jpg|thumb|600px|none|Colt Python Magnum]]&lt;br /&gt;
&lt;br /&gt;
== IMI Desert Eagle Mark VII ==&lt;br /&gt;
&lt;br /&gt;
Rodrigo Juan Raval holds a [[Desert Eagle]] on Claire in the opening FMV. However, this weapon does not appear in-game. &lt;br /&gt;
[[Image:DesertEagleMarkVIInickel.jpg|thumb|none|350px|MRI Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:RECVXHighPower.jpg|thumb|none|600px|Rodrigo holds his Desert Eagle on Claire in the opening FMV.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== MAC-11 ==&lt;br /&gt;
&lt;br /&gt;
Claire finds a pair of [[MAC-11]]s and gives them to Steve who uses them throughout the game. Chris has the opportunity to find a pair as well and uses them until the ammo runs out (no spare ammo). Also, in the main game playing as Steve, if the player presses the aim button then releases it then presses it again Steve will hold his weapons with his arms cross linked much like [[Arnold Schwarzenegger]] does in [[True Lies]].&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|350px|Ingram MAC-11 - .380 ACP]]&lt;br /&gt;
[[Image:Ingram MAC-11 (Code Veronica).jpg|thumb|none|600px|Ingram MAC-11]]&lt;br /&gt;
[[File:RECV-MAC11.jpg|thumb|none|600px|''Thanks, Captain Obvious.'']]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
&lt;br /&gt;
Chris finds a [[SPAS-12]] in the Rockfort Island Training Facility and is used to operate lever mechanism locks at certain key points. It is a cruiser grip model (no buttstock) and holds 8 rounds of 12 gauge Buckshot.&lt;br /&gt;
[[Image:FSpas12orign.jpg|thumb|350px|none|Franchi SPAS-12 with stock removed - 12 gauge]]&lt;br /&gt;
[[Image:SPAS 12 (Code Veronica).jpg|thumb|600px|none|SPAS 12]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
== AK-47 ==&lt;br /&gt;
Claire finds a [[AK-47]] in the Antarctic Research Facility Weapons Storage. It fires rapidly and ammunition is represented in percent, rather than traditional numeric value, as is the standard for fully-automatic (or High Capacity) weapons in the the early Resident games. It does not have a stock in this game. Chris can later use the AK-47 should the player deposit it in the Item Chest before completion of Claire's 1st scenario. Chris can also find a spare magazine (50%) in the Rockfort Island Training Facility.&lt;br /&gt;
[[Image:AKWITHOUTSTOCK.JPG|thumb|350px|none|'''Airsoft''' AK-47 replica without stock - (fake) 7.62x39mm]]&lt;br /&gt;
[[File:RECV-Cutscene-AKs.jpg|thumb|none|600px|Guards chasing Claire with AK-47s in Paris.]]&lt;br /&gt;
[[Image:AK47 (Code Veronica).jpg|thumb|600px|none|AK-47]]&lt;br /&gt;
&lt;br /&gt;
== Remington Model 700 ==&lt;br /&gt;
&lt;br /&gt;
The weapon used by Alfred Ashford throughout most of Claire's game is a [[Remington 700]] or a [[Winchester 70]], identified as an &amp;quot;MR7&amp;quot; in its inventory description. Claire can acquire it after Steve shoots Alfred in the Antarctic Base, causing him to drop the weapon. Picking up the weapon is required to trigger the next cutscene. After climbing onto a building's roof top, Claire will automatically equip it as the primary weapon to battle Nosferatu (a mutated Alexander Ashford). The weapon holds 7 rounds when picked up, and no additional ammo can be found (seeing how Alfred fired the weapon 2 or 3 times before he is shot, the total capacity might actually be 10). The rifle can kill Nosferatu with an accurate shot at his heart. Landing the final blow on Nosferatu with the sniper rifle triggers an extended death cutscene, which changes depending on the number of shots used. The weapon is dropped immediately after the fight ends and cannot be used anymore.&lt;br /&gt;
&lt;br /&gt;
This is also the very first sniper rifle of the ''Resident Evil'' series thanks to the full-3D environment. Its caliber is never stated in-game, but is claimed to be .22 LR in the game's novelization by S.D. Perry, even though the model in-game does not look it (to be fair, this is apparently a go-to cartridge for Perry, as in another novel she states the M16 also fires this). Alfred also comments that he uses Glazer Safety slugs while killing a zombie he knew in the previous life in the novelization&amp;lt;!--Verification needed--&amp;gt;. Players can use cheats to get it outside of the Nosferatu battle, where its damage to zombies is not much better than handguns, despite its capabilities to deal direct headshots.&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|350px|Remington Model 700 - .308 Winchester]]&lt;br /&gt;
[[Image:MR7 (Code Veronica).jpg|thumb|none|600px|Remington 700]]&lt;br /&gt;
[[Image:SNOIPAR.jpg|thumb|none|600px|Alfred misses with his sniper rifle. Note that a laser is coming out of his scope, which also only appears in this cutscene.]]&lt;br /&gt;
[[File:RECV-R700-Cutscene.jpg|thumb|none|600px|Standoff between Alfred with his Remington and Steve with his MAC-11s.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
Also returning from ''Resident Evil 2'' is the [[M79 grenade launcher|M79]]. Just like in the previous game, the M79 fires one shell at a time (most of which are fictional), although unlike other launchers featured in the series, the M79 can load all grenades of a specific type in a player's inventory (rather than being limited by a fixed capacity like the MGL in ''[[Resident Evil 5]]''), making it an extremely useful space saver. Unique to this game is the inclusion of B.O.W. Gas Rounds for the grenade launcher, which reduce the current HP of enemies in a wide area (in most cases, everyone in the room) by 50% along with a chance to stun them, although some are immune to it's effects.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:M79 Grenade Launcher (Code Veronica).jpg|thumb|none|600px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
== AT4 ==&lt;br /&gt;
What looks like an [[AT4]] modified with pistol grips is an unlockable rocket launcher. Due to its power, it is capable of taking down nearly every enemy in one shot. It has infinite ammunition and can be obtained by beating the game with an A rank.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|350px|thumb|none|AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[Image:Rocket Launcher (Code Veronica).jpg|600px|thumb|none|Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Linear Launcher ==&lt;br /&gt;
&lt;br /&gt;
The Linear Launcher is an &amp;quot;advanced weapon designed to handle B.O.Ws&amp;quot;. This anti-B.O.W launcher designed by Umbrella does not appear to be based off of any real life weapon and is only obtained at the very end of the game to be used against Alexia. It can also be unlocked for use in the Battle Game.&lt;br /&gt;
[[Image:Linear Launcher (Code Veronica).jpg|600px|thumb|none|Anti-B.O.W. Linear Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
When Claire first exits the cemetery after escaping her prison cell, Steve opens fire on her with what appears to be a [[Browning M2HB]] when he mistakes her for a zombie.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|350px|Browning M2HB on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:RECodeVeronicaBrowning1.jpg|thumb|none|600px|The business end of the M2 just before Steve opens fire.]]&lt;br /&gt;
[[File:RECodeVeronicaBrowning2.jpg|thumb|none|600px|Another shot from behind.]]&lt;br /&gt;
&lt;br /&gt;
==Bow Gun==&lt;br /&gt;
The Bow Gun returns from ''Resident Evil 2''. The gun now only shoots one bolt at a time, but fires it at a rapid, semi-automatic pace like a repeater crossbow (despite not having a magazine or mechanism to support this). The gun is weaker than the handgun, but it's ability to fire rapidly and absurdly large ammunition &amp;quot;capacity&amp;quot; (210 bolts), makes it effective at dispatching low-level enemies while conserving inventory space (as it lessens the need to carry spare ammunition). It can also use much more powerful but rare &amp;quot;Gun Powder Arrows&amp;quot;, which are bowgun bolts with explosive gunpowder loaded into them.&lt;br /&gt;
&lt;br /&gt;
Much like in RE2, Claire never needs to draw back the bowstring, nor load another bolt into the weapon, after firing a shot. The gun simply launches bolts out of it using the power of video game magic.&lt;br /&gt;
[[File:Bow Gun (Code Veronica).jpg|600px|thumb|none|Bow Gun]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
The Umbrella helicopter in the opening cutscene is equipped with a [[GE M134 Minigun]] and lays waste to a large portion of Umbrella's Paris facility in the crew's attempt to kill Claire. This sequence would later be adapted into the film [[Resident Evil: Apocalypse]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|350px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RECV-Minigun.jpg|thumb|none|600px|Umbrella breaks out the welcome wagon for Claire.]]&lt;br /&gt;
&lt;br /&gt;
== MG34 ==&lt;br /&gt;
The Tiger I on display at the Rockfort Island training facility still has its coaxial [[MG34]] machine gun equipped because why not?&lt;br /&gt;
[[Image:mg-34.jpg|thumb|none|350px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:REVC-MG34.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RECV-MG34-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Syphon_Filter_2&amp;diff=1492310</id>
		<title>Syphon Filter 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Syphon_Filter_2&amp;diff=1492310"/>
		<updated>2022-03-23T20:20:49Z</updated>

		<summary type="html">&lt;p&gt;Noire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Syphon Filter 2&lt;br /&gt;
|picture = SyphonFilter2Box.jpg&lt;br /&gt;
|caption = Front cover page&lt;br /&gt;
|series= [[Syphon Filter (disambiguation)|Syphon Filter]]&lt;br /&gt;
|date= 2000&lt;br /&gt;
|developer= 989 Studios, SIE Bend Studio (formerly Eidetic)&lt;br /&gt;
|platforms=Playstation, Playstation 3, Playstation Vita&lt;br /&gt;
|publisher= Sony Computer Entertainment America&lt;br /&gt;
|genre=Stealth, third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rifles / Carbines =&lt;br /&gt;
&lt;br /&gt;
== Colt M16A1 ==&lt;br /&gt;
The [[M16A1]] is a common sight in the game, used by a variety of US forces. Like in the previous game, its capable of both burst when the fire button is pressed, and full-auto when held down, despite the gun not capable of firing in bursts with a single trigger-pull.&lt;br /&gt;
&lt;br /&gt;
This is a bit anachronistic since the game takes place during 1999, which by then US military personnel would be armed with M16A2s at this point.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1w30rdMag.jpg|thumb|none|400px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:SF2_M16.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Heckler and Koch G11K2 ==&lt;br /&gt;
&lt;br /&gt;
The game rather bizarrely classifies the [[Heckler &amp;amp; Koch G11]] as a sniper rifle rather than an assault rifle, despite the weapon still featuring fully-automatic fire. The weapon is modelled as a G11K2, but incorrectly uses a 50-round magazine: this was only used on the K1 and earlier models, with the K2 using a 45-rounder. The fixed-magnification optic mounted on the weapon is usable.&lt;br /&gt;
&lt;br /&gt;
The weapon is frequently used by Agency spooks in higher levels.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|400px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[Image:SF2_H11.jpg]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;PK102&amp;quot; ==&lt;br /&gt;
What appears to be the [[AK-102]], judging from the name and locale it is used, appears in the game. Strangely, the gun appears to be depicted in art with the barrel fully exposed, lacking a something resembling a handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Russian forces featured in the game, which is a strange choice since the AK-102 wasn't particularly wide-spread with Russian forces. The [[AK-74]] or [[AKM]] would have been a more fitting choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|400px|AK-102 carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:SF2_PK102.jpg|A]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;K3G4&amp;quot; ==&lt;br /&gt;
As was the case in the first game, this is a fictional weapon which is apparently some kind of one-handed AK pistol without a handguard, but is still classified as a rifle. Also like Syphon Filter, its description repeats the media myth of the &amp;quot;teflon-coated bullet&amp;quot;: while heavy AP rounds do have Teflon coatings to reduce barrel wear, the coating is mostly removed through contact with the weapon's rifling and has no effect on its penetration. Despite its armour-piercing performance in-game, it does not stop Gabe from recovering completely intact armour pickups.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_K3G4_new.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5SD ==&lt;br /&gt;
The &amp;quot;HK5&amp;quot; is now a [[Heckler &amp;amp; Koch MP5SD]] rather than an MP5K as it was in the first game. It is used by both the player and enemies, including Emergency Defense personnel sent into the Agency Bio-labs to stop Gabe from escaping, as well as Jason Chance, an undercover operative apparently working for the Chemical Biological and Defense Command (but in fact employed by the Agency), when he shoots Teresa Lipan before the last mission.&lt;br /&gt;
&lt;br /&gt;
Despite being a full-sized submachine gun, the weapon is still fired one-handed.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:SF2_HK5.jpg|thumb|none|600px|Note the overloaded capacity.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash PP-19 Bizon ==&lt;br /&gt;
The [[Izhmash PP-19 Bizon]] can be used in game. As was the case in the first instalment, it features an incorrect 66-round capacity.&lt;br /&gt;
&lt;br /&gt;
Despite being a full-sized submachine gun, the weapon is still fired one-handed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:SF2_BIZ2.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
== 12 gauge shotgun ==&lt;br /&gt;
A single-shot weapon that is devastating up close.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_shotgun.jpg|thumb|none|600px|For reasons which are not entirely clear, the weapon is treated as if it is belt-fed and is thus loaded with every round Gabe or Lian currently has.]]&lt;br /&gt;
&lt;br /&gt;
== Daewood Precision Industries USAS-12CQ ==&lt;br /&gt;
The [[USAS-12 Shotgun|USAS-12CQ]] can be used; this marks the first time the Syphon Filter series contains the weapon. It would be used in all the next games. The weapon is notable for being required to defeat Jason Chance, the last boss, without accidentally destroying the helicopter. The scenario is that Chance is wearing a high-tech bulletproof armored suit that fully covers his body that renders him immune to all forms of gunfire, but the shotgun's sheer power still knocks him back a few feet per shot. So, you must now use the shotgun to push him back into one of the helicopter's rotor blades, which is the only way to kill him (never mind that even if someone were wearing a bulletproof armor that resistant; being shot by a gun with enough force to send a heavily armored human target flying would turn their innards into bloody puree with repeated hits).&lt;br /&gt;
&lt;br /&gt;
Coincidentally, Chance himself wields the same firearm despite being armed with an MP5 in the cutscene immediately before this mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:Usas-12.jpg|thumb|none|400px|Daewoo USAS-12 CQ with 20-round drum - 12 gauge]]&lt;br /&gt;
[[Image:SF2_USAS12.jpg|thumb|none|600px|Despite clearly having a detachable magazine, the USAS-12 uses the same odd mechanics as the standard 12 gauge, and can apparently only hold 12 rounds in a 20-round drum.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
== SIG SG 550 SR ==&lt;br /&gt;
A [[SIG SG 550 SR]] sniper rifle may be used in the game. Like in the previous game, it still uses an unrealistically high-tech sniper scope. Unlike the first game, enemies are now also armed with sniper rifles, and are particularly dangerous as they can instantly kill the player if they stand around in the snipers' view for too long with a headshot.&lt;br /&gt;
&lt;br /&gt;
[[Image:550sniper.jpg|thumb|none|400px|SIG SG 550 SR - 5.56x45mm]]&lt;br /&gt;
[[Image:SF2_sniper.jpg]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
The [[SVD Dragunov]] is functionally almost exactly the same as the standard sniper rifle, but has a night vision scope. Due to technical limitations at the time, the scope functions less as an NVS and more of a thermal scope with a green tint, since enemies are brightly highlighted when viewed through the scope.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:SF2_Night_vision_sniper.jpg|thumb|none|600px|Note there is no such thing as an &amp;quot;SVDN2&amp;quot; night vision scope: this name is applied to ''rifles'' which are modified to use the NSPUM (1PN58) night vision scope. The model is shown with a standard PSO-1 scope, and also lacks the suppressor it is claimed to have in the description.]]&lt;br /&gt;
&lt;br /&gt;
= Pistols =&lt;br /&gt;
&lt;br /&gt;
== Colt .45 ==&lt;br /&gt;
The M1911 returns from the previous game, still retaining it's high damage stat. It is held by a variety of enemies throughout the game, most strangely Russian mobsters and prison guards.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_M1911.jpg|thumb|none|600px|Apparently in this universe the year 1911 came after the year 1914. Note also the incorrect assertion that the classic M1911 design is double-action.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 17 ==&lt;br /&gt;
&lt;br /&gt;
The Glock 17 continues to appear in game in the hands of the player and enemies, although no longer strictly a starter weapon. This is also the first time the game the gun is used by the player without a silencer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_9mm.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Glock 18 ==&lt;br /&gt;
&lt;br /&gt;
The Glock 18 also appears in the second game, albeit more frequently as the &amp;quot;G18&amp;quot;. The gun is one of the preferred weapons of Agency spooks and is a commonly-found weapon in levels featuring them as enemies.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_G18.jpg|thumb|none|600px|Note the bizarre assertion that firing at 1,200 RPM makes this this most lethal &amp;quot;machine pistol&amp;quot; ever made. Since, in this game, this category includes full-size SMGs, this is severely incorrect: the first magazine-fed [[Thompson Submachine Gun]] prototype, &amp;quot;Annihilator I,&amp;quot; fired more powerful .45 ACP rounds at 1,500 RPM, and this is not even getting into whether lethality is best defined by fire rate.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
== DefTech 37mm launcher ==&lt;br /&gt;
&lt;br /&gt;
A [[DefTech 37mm launcher]] firing CS gas grenades can be used. Oddly, the maximum number of rounds that can be carried is 5, meaning Gabe (or Lian) cannot even fully load the 6-round cylinder.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Russian police forces as is needed to take them down non-lethally, an odd choice since the [[RG-6]] would have been a more fitting choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Federallabs37.jpg|thumb|none|400px|Defense Technologies/Federal Laboratories launcher 37mm with folding stock]]&lt;br /&gt;
[[Image:SF2_tear_gas.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Tru Flite 37mm Super Long Range Gas Gun ==&lt;br /&gt;
The weapon called the &amp;quot;M79&amp;quot; in-game is actually a [[Tru Flite 37mm Super Long Range Gas Gun]] incorrectly shown as able to launch high-explosive grenades. The weapon is now a bit more wide-spread as more enemies are brandishing it now, which is bad news for you due to the gun's absurdly wide insta-kill explosion radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tru-Flite-37mm-Super-Long-Range-Gas-Gun.jpg|thumb|none|400px|Tru Flite 37mm Super Long Range Gas Gun - 37mm]]&lt;br /&gt;
[[Image:SF2_M79.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== Composite 4 charges ==&lt;br /&gt;
&lt;br /&gt;
C4 charges can be found in the game. Some missions require the player to diffuse the explosives while others provide players with the device.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_C4.jpg|thumb|none|600px|Note the incorrect statement that C4 uses a friction igniter: C4 cannot be detonated by a spark from such a system, being so highly insensitive that it can be set on fire without exploding, and requires an electrical detonator.]]&lt;br /&gt;
&lt;br /&gt;
== M7 CS gas grenade ==&lt;br /&gt;
&lt;br /&gt;
A grenade containing Soman nerve gas (a chemical similar to but more toxic than Sarin, also known as GD) can be found in stealth missions. It appears to essentially be a truncated [[M7 CS gas grenade]]. It is integral to taking enemies down without sounding the alarm.&lt;br /&gt;
&lt;br /&gt;
[[File:M7A2 CS grenade.jpg|thumb|none|150px|M7A2 CS gas grenade]]&lt;br /&gt;
[[Image:SF2_Nerve_gas.jpg]]&lt;br /&gt;
&lt;br /&gt;
== M67 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_Incendiary.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== Flamethrower ==&lt;br /&gt;
In a nod to the fight with Anton Girdeaux in the first game, Gabe is able to procure a flamethrower during the search for the data discs.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_flamethrower.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Crossbow ==&lt;br /&gt;
A hand-crossbow appears in the starter inventory during some stealth-only mission. The weapon is classified as non-lethal as it's bolts are apparently coated in a special drug that puts people to sleep and will instantly do so with a direct hit on an enemy. Like the pump-action shotgun, the crossbow draws from a bottomless magazine (even if it can only hold 1 bolt at a time), and will continue to shoot so long as there is rounds left in the ammo pool without the need to reload. Although, since the weapon is never held by enemies, there is now way to replenish the ammo pool, making marksmanship very crucial.&lt;br /&gt;
&lt;br /&gt;
For obvious reasons, shooting enemies in the head will result in a fatality.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_Crossbow.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Taser ==&lt;br /&gt;
A general-purpose, non-descript taser is a starting weapon in every mission. The signature weapon of the series, it was possible to set enemies alight if sustained stunning was used. This convention carried over to most games in the franchise, but it was not possible to cause targets to be set aflame in certain circumstances. In the PS2 and Vita versions of Syphon Filter: Dark Mirror, you can't burn enemies with the Taser but in the PSP version, you can. In Syphon Filter: Logan's Shadow, you can't burn enemies with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_taser.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Hand taser ==&lt;br /&gt;
This is a variant of the series' signature taser which can only be used in close quarters. It is impossible to set enemies aflame with this particular device, but a single hit from this is capable of instantly incapacitating an enemy, unlike the ranged taser which takes a few seconds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_hand_taser.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Double-Edge Combat Knife ==&lt;br /&gt;
A double-edge combat knife is usable in most missions: the first time a Syphon Filter game contained a combat knife. The knife is unique that it bypasses armor and will result in an instant-kill if the player can land a successful attack on an enemy, although as you need to be right beside an enemy to perform this; its a high risk-and-reward weapon. It also has a unique throat-slit animation if an unsuspecting target is attacked with the knife from behind. The developers seem to have confused it with the K-BAR.&lt;br /&gt;
&lt;br /&gt;
The weapon is particularly infamous in multiplayer games, as it normally results in some less gun-inclined players to simply run around the map and chase their target with a knife like a deranged serial killer. Due to armor being higher in MP and the knife being able to bypass armor; running around slashing wildly at enemies became an unconventional but effective strategy.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_KBAR.jpg]]&lt;br /&gt;
{{Template:Syphon Filter Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Syphon_Filter_2&amp;diff=1492066</id>
		<title>Syphon Filter 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Syphon_Filter_2&amp;diff=1492066"/>
		<updated>2022-03-23T03:40:58Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Glock 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Syphon Filter 2&lt;br /&gt;
|picture = SyphonFilter2Box.jpg&lt;br /&gt;
|caption = Front cover page&lt;br /&gt;
|series= [[Syphon Filter (disambiguation)|Syphon Filter]]&lt;br /&gt;
|date= 2000&lt;br /&gt;
|developer= 989 Studios, SIE Bend Studio (formerly Eidetic)&lt;br /&gt;
|platforms=Playstation, Playstation 3, Playstation Vita&lt;br /&gt;
|publisher= Sony Computer Entertainment America&lt;br /&gt;
|genre=Stealth, third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rifles / Carbines =&lt;br /&gt;
&lt;br /&gt;
== Colt M16A1 ==&lt;br /&gt;
The [[M16A1]] is a common sight in the game, used by a variety of US forces. Like in the previous game, its capable of both burst when the fire button is pressed, and full-auto when held down, despite the gun not capable of firing in bursts with a single trigger-pull.&lt;br /&gt;
&lt;br /&gt;
This is a bit anachronistic since the game takes place during 1999, which by then US military personnel would be armed with M16A2s at this point.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1w30rdMag.jpg|thumb|none|400px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:SF2_M16.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Heckler and Koch G11K2 ==&lt;br /&gt;
&lt;br /&gt;
The game rather bizarrely classifies the [[Heckler &amp;amp; Koch G11]] as a sniper rifle rather than an assault rifle, despite the weapon still featuring fully-automatic fire. The weapon is modelled as a G11K2, but incorrectly uses a 50-round magazine: this was only used on the K1 and earlier models, with the K2 using a 45-rounder. The fixed-magnification optic mounted on the weapon is usable.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|400px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[Image:SF2_H11.jpg]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;PK102&amp;quot; ==&lt;br /&gt;
What appears to be the [[AK-102]], judging from the name and locale it is used, appears in the game. Strangely, the gun appears to be depicted in art with the barrel fully exposed, lacking a something resembling a handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Russian forces featured in the game, which is a strange choice since the AK-102 wasn't particularly wide-spread with Russian forces. The [[AK-74]] or [[AKM]] would have been a more fitting choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|400px|AK-102 carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:SF2_PK102.jpg|A]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;K3G4&amp;quot; ==&lt;br /&gt;
As was the case in the first game, this is a fictional weapon which is apparently some kind of one-handed AK pistol without a handguard, but is still classified as a rifle. Also like Syphon Filter, its description repeats the media myth of the &amp;quot;teflon-coated bullet&amp;quot;: while heavy AP rounds do have Teflon coatings to reduce barrel wear, the coating is mostly removed through contact with the weapon's rifling and has no effect on its penetration. Despite its armour-piercing performance in-game, it does not stop Gabe from recovering completely intact armour pickups.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_K3G4_new.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5SD ==&lt;br /&gt;
The &amp;quot;HK5&amp;quot; is now a [[Heckler &amp;amp; Koch MP5SD]] rather than an MP5K as it was in the first game. It is used by both the player and enemies, including Emergency Defense personnel sent into the Agency Bio-labs to stop Gabe from escaping, as well as Jason Chance, an undercover operative apparently working for the Chemical Biological and Defense Command (but in fact employed by the Agency), when he shoots Teresa Lipan before the last mission.&lt;br /&gt;
&lt;br /&gt;
Despite being a full-sized submachine gun, the weapon is still fired one-handed.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:SF2_HK5.jpg|thumb|none|600px|Note the overloaded capacity.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash PP-19 Bizon ==&lt;br /&gt;
The [[Izhmash PP-19 Bizon]] can be used in game. As was the case in the first instalment, it features an incorrect 66-round capacity.&lt;br /&gt;
&lt;br /&gt;
Despite being a full-sized submachine gun, the weapon is still fired one-handed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:SF2_BIZ2.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
== 12 gauge shotgun ==&lt;br /&gt;
A single-shot weapon that is devastating up close.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_shotgun.jpg|thumb|none|600px|For reasons which are not entirely clear, the weapon is treated as if it is belt-fed and is thus loaded with every round Gabe or Lian currently has.]]&lt;br /&gt;
&lt;br /&gt;
== Daewood Precision Industries USAS-12CQ ==&lt;br /&gt;
The [[USAS-12 Shotgun|USAS-12CQ]] can be used; this marks the first time the Syphon Filter series contains the weapon. It would be used in all the next games. The weapon is notable for being required to defeat Jason Chance, the last boss, without accidentally destroying the helicopter. The scenario is that Chance is wearing a high-tech bulletproof armored suit that fully covers his body that renders him immune to all forms of gunfire, but the shotgun's sheer power still knocks him back a few feet per shot. So, you must now use the shotgun to push him back into one of the helicopter's rotor blades, which is the only way to kill him (never mind that even if someone were wearing a bulletproof armor that resistant; being shot by a gun with enough force to send a heavily armored human target flying would turn their innards into bloody puree with repeated hits).&lt;br /&gt;
&lt;br /&gt;
Coincidentally, Chance himself wields the same firearm despite being armed with an MP5 in the cutscene immediately before this mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:Usas-12.jpg|thumb|none|400px|Daewoo USAS-12 CQ with 20-round drum - 12 gauge]]&lt;br /&gt;
[[Image:SF2_USAS12.jpg|thumb|none|600px|Despite clearly having a detachable magazine, the USAS-12 uses the same odd mechanics as the standard 12 gauge, and can apparently only hold 12 rounds in a 20-round drum.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
== SIG SG 550 SR ==&lt;br /&gt;
A [[SIG SG 550 SR]] sniper rifle may be used in the game. Like in the previous game, it still uses an unrealistically high-tech sniper scope.&lt;br /&gt;
&lt;br /&gt;
[[Image:550sniper.jpg|thumb|none|400px|SIG SG 550 SR - 5.56x45mm]]&lt;br /&gt;
[[Image:SF2_sniper.jpg]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
The [[SVD Dragunov]] is functionally almost exactly the same as the standard sniper rifle, but has a night vision scope. Due to technical limitations at the time, the scope functions less as an NVS and more of a thermal scope with a green tint, since enemies are brightly highlighted when viewed through the scope.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:SF2_Night_vision_sniper.jpg|thumb|none|600px|Note there is no such thing as an &amp;quot;SVDN2&amp;quot; night vision scope: this name is applied to ''rifles'' which are modified to use the NSPUM (1PN58) night vision scope. The model is shown with a standard PSO-1 scope, and also lacks the suppressor it is claimed to have in the description.]]&lt;br /&gt;
&lt;br /&gt;
= Pistols =&lt;br /&gt;
&lt;br /&gt;
== Colt .45 ==&lt;br /&gt;
The M1911 can be found and used.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_M1911.jpg|thumb|none|600px|Apparently in this universe the year 1911 came after the year 1914. Note also the incorrect assertion that the classic M1911 design is double-action.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 17 ==&lt;br /&gt;
&lt;br /&gt;
The Glock 17 continues to appear in game, although no longer strictly a starter weapon. This is also the first time the game the gun is used without a silencer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_9mm.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Glock 18 ==&lt;br /&gt;
&lt;br /&gt;
The Glock 18 also appears in the second game, albeit more frequently as the &amp;quot;G18&amp;quot;. The gun is one of the preferred weapons of Agency spooks and is a commonly-found weapon in levels featuring them as enemies.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_G18.jpg|thumb|none|600px|Note the bizarre assertion that firing at 1,200 RPM makes this this most lethal &amp;quot;machine pistol&amp;quot; ever made. Since, in this game, this category includes full-size SMGs, this is severely incorrect: the first magazine-fed [[Thompson Submachine Gun]] prototype, &amp;quot;Annihilator I,&amp;quot; fired more powerful .45 ACP rounds at 1,500 RPM, and this is not even getting into whether lethality is best defined by fire rate.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
== DefTech 37mm launcher ==&lt;br /&gt;
&lt;br /&gt;
A [[DefTech 37mm launcher]] firing CS gas grenades can be used. Oddly, the maximum number of rounds that can be carried is 5, meaning Gabe (or Lian) cannot even fully load the 6-round cylinder.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Russian police forces as is needed to take them down non-lethally, an odd choice since the [[RG-6]] would have been a more fitting choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Federallabs37.jpg|thumb|none|400px|Defense Technologies/Federal Laboratories launcher 37mm with folding stock]]&lt;br /&gt;
[[Image:SF2_tear_gas.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Tru Flite 37mm Super Long Range Gas Gun ==&lt;br /&gt;
The weapon called the &amp;quot;M79&amp;quot; in-game is actually a [[Tru Flite 37mm Super Long Range Gas Gun]] incorrectly shown as able to launch high-explosive grenades. The weapon is now a bit more wide-spread as more enemies are brandishing it now, which is bad news for you due to the gun's absurdly wide insta-kill explosion radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tru-Flite-37mm-Super-Long-Range-Gas-Gun.jpg|thumb|none|400px|Tru Flite 37mm Super Long Range Gas Gun - 37mm]]&lt;br /&gt;
[[Image:SF2_M79.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== Composite 4 charges ==&lt;br /&gt;
&lt;br /&gt;
C4 charges can be found in the game. Some missions require the player to diffuse the explosives while others provide players with the device.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_C4.jpg|thumb|none|600px|Note the incorrect statement that C4 uses a friction igniter: C4 cannot be detonated by a spark from such a system, being so highly insensitive that it can be set on fire without exploding, and requires an electrical detonator.]]&lt;br /&gt;
&lt;br /&gt;
== M7 CS gas grenade ==&lt;br /&gt;
&lt;br /&gt;
A grenade containing Soman nerve gas (a chemical similar to but more toxic than Sarin, also known as GD) can be found in stealth missions. It appears to essentially be a truncated [[M7 CS gas grenade]]. It is integral to taking enemies down without sounding the alarm.&lt;br /&gt;
&lt;br /&gt;
[[File:M7A2 CS grenade.jpg|thumb|none|150px|M7A2 CS gas grenade]]&lt;br /&gt;
[[Image:SF2_Nerve_gas.jpg]]&lt;br /&gt;
&lt;br /&gt;
== M67 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_Incendiary.jpg]]&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous =&lt;br /&gt;
&lt;br /&gt;
== Flamethrower ==&lt;br /&gt;
In a nod to the fight with Anton Girdeaux in the first game, Gabe is able to procure a flamethrower during the search for the data discs.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_flamethrower.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Crossbow ==&lt;br /&gt;
A hand-crossbow appears in the starter inventory during some stealth-only mission. The weapon is classified as non-lethal as it's bolts are apparently coated in a special drug that puts people to sleep and will instantly do so with a direct hit on an enemy. Like the pump-action shotgun, the crossbow draws from a bottomless magazine (even if it can only hold 1 bolt at a time), and will continue to shoot so long as there is rounds left in the ammo pool without the need to reload.&lt;br /&gt;
&lt;br /&gt;
For obvious reasons, shooting enemies in the head will result in a fatality.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_Crossbow.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Taser ==&lt;br /&gt;
A general-purpose, non-descript taser is a starting weapon in every mission. The signature weapon of the series, it was possible to set enemies alight if sustained stunning was used. This convention carried over to most games in the franchise, but it was not possible to cause targets to be set aflame in certain circumstances. In the PS2 and Vita versions of Syphon Filter: Dark Mirror, you can't burn enemies with the Taser but in the PSP version, you can. In Syphon Filter: Logan's Shadow, you can't burn enemies with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_taser.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Hand taser ==&lt;br /&gt;
This is a variant of the series' signature taser which can only be used in close quarters. It is impossible to set enemies aflame with this particular device, but a single hit from this is capable of instantly incapacitating an enemy, unlike the ranged taser which takes a few seconds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_hand_taser.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Double-Edge Combat Knife ==&lt;br /&gt;
A double-edge combat knife is usable in most missions: the first time a Syphon Filter game contained a combat knife. The knife is unique that it bypasses armor and will result in an instant-kill if the player can land a successful attack on an enemy, although as you need to be right beside an enemy to perform this; its a high risk-and-reward weapon. It also has a unique throat-slit animation if an unsuspecting target is attacked with the knife from behind. The developers seem to have confused it with the K-BAR.&lt;br /&gt;
&lt;br /&gt;
The weapon is particularly infamous in multiplayer games, as it normally results in some less gun-inclined players to simply run around the map and chase their target with a knife like a deranged serial killer. Due to armor being higher in MP and the knife being able to bypass armor; running around slashing wildly at enemies became an unconventional but effective strategy.&lt;br /&gt;
&lt;br /&gt;
[[Image:SF2_KBAR.jpg]]&lt;br /&gt;
{{Template:Syphon Filter Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1491813</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1491813"/>
		<updated>2022-03-20T18:53:19Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M4A1 Block II */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4 and 5, Xbox One and Series S/X and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from a counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. Recruit was reworked in Operation Void Edge to allow new players an opportunity to use a wide variety of weapons and weapon types in order to learn the game quicker. Attacking recruit has access to the L85A1, M249, MK14 EBR, USP, Remington 870 &amp;quot;Super Shorty&amp;quot; shotgun and CZ75 Auto. Defending recruit uses the MP5K PDW, Remington 870, FNP-9 and the MAC-11.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]], with a permanent Osprey suppressor affixed to the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing for the small magazine (most pistols in game are double-stacked with 15+ capacities), the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle, doing as much damage per shot as DMRs like the 7.62x51mm SR-25.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model; note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to ''[[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]]'', the sights are in the raised position. These have been updated to include illuminated dots on the 3 and 9'o-clock positions and on the front post.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS defenders, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well. Note the rail mounted onto the weapon; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the L85A2. The C1 does not use any sort of rail system on top of the receiver, and this fictionalised rail is thinner and flimsier-looking than the real thing.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components and the 8&amp;quot; barrel. It is also fitted with an early version of the MPX Gen 1's collapsible stock.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX (prototype model) - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo, simply referred to in-game as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly to the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|The MP5SD in the weapon inspection screen. Note the original SEF trigger group, identifying this as an SD2. A KAC M4 RIS is also attached to the handguard with, of all things, steel hose clamps.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking at a high-tech display of some Tokyo towers with the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Aiming down the rather cropped-open sights.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, just like the other factions' MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Loading in a fresh magazine...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and witnessing the aftermath of a gentle HK slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Attempting to no avail to stock-bash a hologram.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants. If the Scorpion is equipped with an optic, Ela will thumb the charging handle instead.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
A stylized [[IMI Uzi]] is added in Y6S4 Operation High Calibre as the &amp;quot;UZK50GI&amp;quot;. It is rechambered in .50 GI, has a high-powered destruction profile, and holds 22 rounds, with an incorrect +1 chambering.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, quad-railed Daniel Defence handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, quad-railed Daniel Defence handguard, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image, as well as the altered pistol grip and DD handguard, both of which are slightly different to the actual rifle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle. Note the rail underneath the carry handle; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the C1 SMG. The SA80 does use this style of rail instead of the Picatinny rail, but it is thinner and flimsier-looking in-game.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release and proper British Army drill, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px|HK417s seen inside a weapons locker on the Favela level.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game). This was due to the R4-C previously being the most objectively best rifle in Ash's arsenal, leaving her G36C no real reason to exist in competitive play. The removal of the ACOG now forces Ash players to choose between an aggressive and distant playstyle.&lt;br /&gt;
&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG-Sauer SIG556xi|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] appears under the name &amp;quot;Aug A2&amp;quot;, the devs seemingly not realizing that AUG is an acronym and should be capitalized accordingly. It is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai and is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] Enchanced Combat Carbine is the DMR option for Blackbeard and one of the two weapons included in his kit. It was later made available to FBI asset and questionable rogue: Flores. The Crane stock has been replaced with a Magpul UBR stock and Blackbeard has custom clips mounted on the handguards of his SR25 to allow the attachment of his rifle shield.&lt;br /&gt;
&lt;br /&gt;
It is a generally average but lackluster gun in comparison to others.&lt;br /&gt;
&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock. ]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer 16-inch aftermarket pencil barrel. Attaching this would technically make it a heavily modernized [[Colt Model 653]] instead of a proper Block II.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II. For whatever reason, his DD handguard has quad-weaver rails instead of the traditional picatinny, a truly odd design choice since Daniel Defense do not offer any product with this kind of rail system.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, who is Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail (similar to the Slovenian contract F2000s), and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|The SC3000K uses the same iron sights from the MP7.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing a spent magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6S F2000 Widegrip.jpg|thumb|none|600px|A suppressed SC3000K with the &amp;quot;Angled Grip,&amp;quot; which uses the classic style F2000 forearm.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to Tachanka's DP-28 and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka's primary weapon is a [[DP-28]], also known as the DP-27. At the release of the game, the DP was Tachanka's gadget, mounted onto tripod and able to be manned by anyone, even by enemies in unfortunate situations, and his primary weapons were the Vityaz and Saiga. In this tripod-mounted form it was called the &amp;quot;RP-46&amp;quot; in game, though this is the designation for the belt-fed, pistol-gripped version of the DP. Tachanka himself referred to it as the &amp;quot;DP-28.&amp;quot; Its magazines hold an erroneous 70 rounds. During its life as a mounted weapon, it incorrectly tracked the round in the chamber, but after being reworked into his primary weapon, it's correctly depicted as open-bolt, and the extra round was given to Tachanka's ammo reserve.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. In &amp;quot;Operation: Blood Orchid,&amp;quot; it was changed so that Tachanka kept the magazine loaded in the weapon when moving it instead of unloading and loading it every time, making it faster to move around.&lt;br /&gt;
&lt;br /&gt;
The 2020 October update made the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:R6S DP28 new promo.jpg|thumb|none|600px|The official art of the DP-28 after the update.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys in an official artwork.]]&lt;br /&gt;
[[File:R6s dp27 new.jpeg|thumb|none|600px|Render of Tachanka holding his new weapon in first person. The gun was given an unique, vintage-style reflex sight to match Tachanka's antique collector persona.]]&lt;br /&gt;
===Mounted version===&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-27 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it was the only portable LMG available to Defenders, until Tachanka's rework made his DP-27 mobile.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, not even a groove in the Picatinny rail, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, and Kali's LV Lance not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. In-game it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
The October 2020 Tachanka rework adds a [[Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget, known as the &amp;quot;Shumikha&amp;quot; in-universe. For whatever reason, the Shumikha fires incendiary grenades instead of high-explosives, and its operation is utterly bizarre: the Mosin's receiver is treated as semi-automatic and the bolt blows back like a gas-operated weapon, despite the real deal (still) being bolt-action, and the magazine of the launcher component itself is not animated, with Tachanka simply cramming in more grenades through the static loading gate when reloading the weapon without indexing the drum at all. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
&lt;br /&gt;
As an unintentional bit of irony, the in-game write-up claims that replacing Tachanka's machinegun stand with the Shumikha will lighten his gear load, while one of the main reasons leading up to the Kulakov being rejected in the first place was how heavy and unwieldy it is to use as a standard-issue weapon. To put it into perspective, an unloaded Kulakov weighs significantly more than a fully-loaded DP-28 (15kg vs. 11.5kg), and was designed to be fired with its bipod deployed. &lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
[[file:R6S Kulakov promo.jpg|thumb|none|600px|The official art of the Kulakov Launcher.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys on an official artwork.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (in fact you'd actually have to throw it directly at someone to get any kind of decent damage). However, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague Pistol==&lt;br /&gt;
An unknown, fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Pepperbox Pistol==&lt;br /&gt;
A 3-barreled Pepperbox pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols and the Mariette Pepperbox.&lt;br /&gt;
[[File:Mariette 4-barrel Pepperbox.jpg|thumb|none|400px|Mariette Pepperbox, 4-barrel model - .36 caliber]]&lt;br /&gt;
[[Image:Allen&amp;amp;ThurberPepperbox.jpg|thumb|none|400px|Allen &amp;amp; Thurber Pepperbox revolver.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either a [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen on the  &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office, and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on a movie poster parodying ''[[Mad Max]]'', called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun in the coaxial mount of an M4 Sherman tank.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]]s.&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1468570</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1468570"/>
		<updated>2021-12-15T10:06:16Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M18A1 Claymore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. In Nightmare and Inferno difficulty, the weapon is instead found near the start of the game in the UBCS' supply cache in the Subway tunnels, in order to compensate for the vastly increased difficulty of the setting (such as The Nemesis being much ''much'' more aggressive).&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game. It is functionally identical to Jill's Glock 19, down to the damage and handling, but sports 3 more rounds in the magazine (atleast not counting the upgrade that bumps the G19's capacity to 33).&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant. The burst is only triggered by holding down the fire button, so single shots are still possible with quick taps.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998, a more period-correct name for a Model 933 would have been &amp;quot;M4 Commando&amp;quot; or &amp;quot;CAR-15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game.  The weapon itself does a decent amount of damage per-shot, roughly on par with Jill's Samurai Edge, and can be fired comfortably in semi or full auto. Additionally, unlike handguns, the CQBR is capable of reliably stunning zombies, especially when shot in the head which will cause them to be stunned and slightly stagger backwards.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. The furniture is colored tan to differentiate it from the standard CQBR and is not compatible with any accessories, even if its used during Carlos' segments of the game (likely as a balancing measure for having unlimited spare ammo).]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted or with the infinite version) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game. The first one is seen rigged to the wall of the showers in the RPD (which would explain why the wall was destroyed in the second game), but the officer who setup the bomb was unable to find a battery for the detonator before he died, requiring Carlos to find one in the station to proceed.&lt;br /&gt;
&lt;br /&gt;
The second one is found in a cutscene where Cpt. Mikhail one-ups his 90s counterpart by blowing himself up with a demo charge in a last-ditch attempt to save Jill from the Nemesis who pursued them into the subway train.&lt;br /&gt;
&lt;br /&gt;
The last one is found in the Spencer Memorial Hospital during the zombie siege defense with Carlos, where he uses it to collapse one of the columns in the hospital lobby in order to stem the unending tide of zombies coming through the entrance.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers. It seems it is also motion-triggered like in MGS, but Carlos and Jill were already in position by the time the Nemesis walked into the mine's proximity, so its possible Carlos manually detonated it off-screen like how actual claymores work.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. However, only a limited amount of grenades are found throughout the game and they cannot be crafted, so its best to save them when fighting powerful and deadly enemies like The Nemesis or any of the two Hunter species.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1468569</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1468569"/>
		<updated>2021-12-15T10:01:42Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* C4 Demolition Charges */&lt;/p&gt;
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&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. In Nightmare and Inferno difficulty, the weapon is instead found near the start of the game in the UBCS' supply cache in the Subway tunnels, in order to compensate for the vastly increased difficulty of the setting (such as The Nemesis being much ''much'' more aggressive).&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game. It is functionally identical to Jill's Glock 19, down to the damage and handling, but sports 3 more rounds in the magazine (atleast not counting the upgrade that bumps the G19's capacity to 33).&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant. The burst is only triggered by holding down the fire button, so single shots are still possible with quick taps.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998, a more period-correct name for a Model 933 would have been &amp;quot;M4 Commando&amp;quot; or &amp;quot;CAR-15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game.  The weapon itself does a decent amount of damage per-shot, roughly on par with Jill's Samurai Edge, and can be fired comfortably in semi or full auto. Additionally, unlike handguns, the CQBR is capable of reliably stunning zombies, especially when shot in the head which will cause them to be stunned and slightly stagger backwards.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. The furniture is colored tan to differentiate it from the standard CQBR and is not compatible with any accessories, even if its used during Carlos' segments of the game (likely as a balancing measure for having unlimited spare ammo).]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted or with the infinite version) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game. The first one is seen rigged to the wall of the showers in the RPD (which would explain why the wall was destroyed in the second game), but the officer who setup the bomb was unable to find a battery for the detonator before he died, requiring Carlos to find one in the station to proceed.&lt;br /&gt;
&lt;br /&gt;
The second one is found in a cutscene where Cpt. Mikhail one-ups his 90s counterpart by blowing himself up with a demo charge in a last-ditch attempt to save Jill from the Nemesis who pursued them into the subway train.&lt;br /&gt;
&lt;br /&gt;
The last one is found in the Spencer Memorial Hospital during the zombie siege defense with Carlos, where he uses it to collapse one of the columns in the hospital lobby in order to stem the unending tide of zombies coming through the entrance.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. However, only a limited amount of grenades are found throughout the game and they cannot be crafted, so its best to save them when fighting powerful and deadly enemies like The Nemesis or any of the two Hunter species.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1468010</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1468010"/>
		<updated>2021-12-12T03:05:07Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Colt Model 933 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. In Nightmare and Inferno difficulty, the weapon is instead found near the start of the game in the UBCS' supply cache in the Subway tunnels, in order to compensate for the vastly increased difficulty of the setting (such as The Nemesis being much ''much'' more aggressive).&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game. It is functionally identical to Jill's Glock 19, down to the damage and handling, but sports 3 more rounds in the magazine (atleast not counting the upgrade that bumps the G19's capacity to 33).&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant. The burst is only triggered by holding down the fire button, so single shots are still possible with quick taps.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998, a more period-correct name for a Model 933 would have been &amp;quot;M4 Commando&amp;quot; or &amp;quot;CAR-15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game.  The weapon itself does a decent amount of damage per-shot, roughly on par with Jill's Samurai Edge, and can be fired comfortably in semi or full auto. Additionally, unlike handguns, the CQBR is capable of reliably stunning zombies, especially when shot in the head which will cause them to be stunned and slightly stagger backwards.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. The furniture is colored tan to differentiate it from the standard CQBR and is not compatible with any accessories, even if its used during Carlos' segments of the game (likely as a balancing measure for having unlimited spare ammo).]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted or with the infinite version) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. However, only a limited amount of grenades are found throughout the game and they cannot be crafted, so its best to save them when fighting powerful and deadly enemies like The Nemesis or any of the two Hunter species.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1468003</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1468003"/>
		<updated>2021-12-12T00:51:43Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Glock 18 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. In Nightmare and Inferno difficulty, the weapon is instead found near the start of the game in the UBCS' supply cache in the Subway tunnels, in order to compensate for the vastly increased difficulty of the setting (such as The Nemesis being much ''much'' more aggressive).&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game. It is functionally identical to Jill's Glock 19, down to the damage and handling, but sports 3 more rounds in the magazine (atleast not counting the upgrade that bumps the G19's capacity to 33).&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant. The burst is only triggered by holding down the fire button, so single shots are still possible with quick taps.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998, a more period-correct name for a Model 933 would have been &amp;quot;M4 Commando&amp;quot; or &amp;quot;CAR-15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game.  The weapon itself does a decent amount of damage per-shot, roughly on par with Jill's Samurai Edge, and can be fired comfortably in semi or full auto. Additionally, unlike handguns, the CQBR is capable of reliably stunning zombies, especially when shot in the head which will cause them to be stunned and slightly stagger backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. However, only a limited amount of grenades are found throughout the game and they cannot be crafted, so its best to save them when fighting powerful and deadly enemies like The Nemesis or any of the two Hunter species.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1467940</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1467940"/>
		<updated>2021-12-11T18:34:40Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M26 Hand Grenade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. In Nightmare and Inferno difficulty, the weapon is instead found near the start of the game in the UBCS' supply cache in the Subway tunnels, in order to compensate for the vastly increased difficulty of the setting (such as The Nemesis being much ''much'' more aggressive).&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998, a more period-correct name for a Model 933 would have been &amp;quot;M4 Commando&amp;quot; or &amp;quot;CAR-15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game.  The weapon itself does a decent amount of damage per-shot, roughly on par with Jill's Samurai Edge, and can be fired comfortably in semi or full auto. Additionally, unlike handguns, the CQBR is capable of reliably stunning zombies, especially when shot in the head which will cause them to be stunned and slightly stagger backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. However, only a limited amount of grenades are found throughout the game and they cannot be crafted, so its best to save them when fighting powerful and deadly enemies like The Nemesis or any of the two Hunter species.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1467939</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1467939"/>
		<updated>2021-12-11T18:27:01Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Colt Model 933 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
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{{Spoiler}}&lt;br /&gt;
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{{VG Title}}&lt;br /&gt;
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__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
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=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
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==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
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==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
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==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
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==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
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The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. In Nightmare and Inferno difficulty, the weapon is instead found near the start of the game in the UBCS' supply cache in the Subway tunnels, in order to compensate for the vastly increased difficulty of the setting (such as The Nemesis being much ''much'' more aggressive).&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
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==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998, a more period-correct name for a Model 933 would have been &amp;quot;M4 Commando&amp;quot; or &amp;quot;CAR-15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game.  The weapon itself does a decent amount of damage per-shot, roughly on par with Jill's Samurai Edge, and can be fired comfortably in semi or full auto. Additionally, unlike handguns, the CQBR is capable of reliably stunning zombies, especially when shot in the head which will cause them to be stunned and slightly stagger backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1467938</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1467938"/>
		<updated>2021-12-11T18:19:31Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Desert Eagle Mark XIX (**) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. In Nightmare and Inferno difficulty, the weapon is instead found near the start of the game in the UBCS' supply cache in the Subway tunnels, in order to compensate for the vastly increased difficulty of the setting (such as The Nemesis being much ''much'' more aggressive).&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. &lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998, a more period-correct name for a Model 933 would have been &amp;quot;M4 Commando&amp;quot; or &amp;quot;CAR-15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461634</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461634"/>
		<updated>2021-11-28T12:14:10Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Colt Model 933 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
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{{Spoiler}}&lt;br /&gt;
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{{VG Title}}&lt;br /&gt;
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__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
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=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
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=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
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==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
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==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
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==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
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==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
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The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
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==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
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==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. &lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998, a more period-correct name for a Model 933 would have been &amp;quot;M4 Commando&amp;quot; or &amp;quot;CAR-15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461633</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461633"/>
		<updated>2021-11-28T12:12:30Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Colt Model 933 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. &lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998,  more period-correct name for a Model 933 would have either M4 Commando or CAR-15.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461632</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461632"/>
		<updated>2021-11-28T12:10:38Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Colt Model 933 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. &lt;br /&gt;
&lt;br /&gt;
Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). However, while Colt has been making 10-inch AR15s since the 70s, the idea of the CQBR system only came about the early 2000s, making the name &amp;quot;CQBR&amp;quot; (or its existence if the correct model was used) anachronistic altogether. Back in 1998 the more accurate name for these types of guns would have either M4 Commando or CAR-15.&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461291</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461291"/>
		<updated>2021-11-27T08:14:00Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Colt Model 933 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461290</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1461290"/>
		<updated>2021-11-27T08:10:55Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Colt Model 933 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460792</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460792"/>
		<updated>2021-11-25T23:28:31Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Ferromagnetic Infantry-use Next Generation Railgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant). &lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460791</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460791"/>
		<updated>2021-11-25T23:22:44Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Ferromagnetic Infantry-use Next Generation Railgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;). It is a prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants. It is used in the final confrontation with the Nemesis.&lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460790</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460790"/>
		<updated>2021-11-25T23:07:57Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Fictional Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Ferromagnetic Infantry-use Next Generation Railgun==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or '''&amp;quot;FINGeR&amp;quot;''' as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) is a prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue, like Tyrants. It is used in the final confrontation with the Nemesis.&lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handle it completely under her own strength.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460789</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460789"/>
		<updated>2021-11-25T23:01:09Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* &amp;quot;FINGeR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the '''&amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;''', or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;) is a prototype heavy weapon that was designed with the intention of putting down unruly powerful BOWs like Tyrants. The weapon is used in the final confrontation with the Nemesis.&lt;br /&gt;
&lt;br /&gt;
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handle it completely under her own strength.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460610</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1460610"/>
		<updated>2021-11-25T10:51:39Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M202A1 FLASH */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1459544</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1459544"/>
		<updated>2021-11-23T00:58:04Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M32A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1459277</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1459277"/>
		<updated>2021-11-21T21:10:53Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M32A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated &amp;quot;pale head&amp;quot; zombies. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them).&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1459208</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1459208"/>
		<updated>2021-11-21T19:22:04Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Desert Eagle Mark XIX (**) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just &amp;quot;.44 Magnum&amp;quot; (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game.&lt;br /&gt;
&lt;br /&gt;
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3&amp;quot; shells with 6 rounds of 2.75&amp;quot;, which, surprisingly, is doable with certain models.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
Grenade rounds available in RE3 include explosive rounds, acid rounds, incendiary rounds, and proximity mine rounds, allowing the MGL to also take the place of the original game's Mine Thrower. For some reason, the Hk-P's freeze rounds have been removed and are not available to the MGL.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1457312</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1457312"/>
		<updated>2021-11-16T08:11:06Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* MAC-10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4 and 5, Xbox One and Series S/X and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from a counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. Recruit was reworked in Operation Void Edge to allow new players an opportunity to use a wide variety of weapons and weapon types in order to learn the game quicker. Attacking recruit has access to the L85A1, M249, MK14 EBR, USP, Remington 870 &amp;quot;Super Shorty&amp;quot; shotgun and CZ75 Auto. Defending recruit uses the MP5K PDW, Remington 870, FNP-9 and the MAC-11.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]], with a permanent Osprey suppressor affixed to the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing for the small magazine (most pistols in game are double-stacked with 15+ capacities), the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle, doing as much damage per shot as DMRs like the 7.62x51mm SR-25.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model; note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to ''[[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]]'', the sights are in the raised position. These have been updated to include illuminated dots on the 3 and 9'o-clock positions and on the front post.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS defenders, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well. Note the rail mounted onto the weapon; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the L85A2. The C1 does not use any sort of rail system on top of the receiver, and this fictionalised rail is thinner and flimsier-looking than the real thing.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components, 8&amp;quot; barrel, and telescoping stock of the latter.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX, Gen 1 - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo, simply referred to in-game as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly to the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|The MP5SD in the weapon inspection screen. Note the original SEF trigger group, identifying this as an SD2. A KAC M4 RIS is also attached to the handguard with, of all things, steel hose clamps.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking at a high-tech display of some Tokyo towers with the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Aiming down the rather cropped-open sights.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, just like the other factions' MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Loading in a fresh magazine...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and witnessing the aftermath of a gentle HK slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Attempting to no avail to stock-bash a hologram.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, quad-railed Daniel Defence handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, quad-railed Daniel Defence handguard, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image, as well as the altered pistol grip and DD handguard, both of which are slightly different to the actual rifle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle. Note the rail underneath the carry handle; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the C1 SMG. The SA80 does use this style of rail instead of the Picatinny rail, but it is thinner and flimsier-looking in-game.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release and proper British Army drill, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px|HK417s seen inside a weapons locker on the Favela level.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game). This was due to the R4-C previously being the most objectively best rifle in Ash's arsenal, leaving her G36C no real reason to exist in competitive play. The removal of the ACOG now forces Ash players to choose between an aggressive and distant playstyle.&lt;br /&gt;
&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] appears under the name &amp;quot;Aug A2&amp;quot;, the devs seemingly not realizing that AUG is an acronym and should be capitalized accordingly. It is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai and is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] Enchanced Combat Carbine is the DMR option for Blackbeard and one of the two weapons included in his kit. It was later made available to FBI asset and questionable rogue: Flores. The Crane stock has been replaced with a Magpul UBR stock and Blackbeard has custom clips mounted on the handguards of his SR25 to allow the attachment of his rifle shield.&lt;br /&gt;
&lt;br /&gt;
It is a generally average but lackluster gun in comparison to others.&lt;br /&gt;
&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock. ]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer 16-inch aftermarket pencil barrel. Attaching this would technically make it a heavily modernized [[Colt Model 653]] instead of a proper Block II.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, who is Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail (similar to the Slovenian contract F2000s), and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|The SC3000K uses the same iron sights from the MP7.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing a spent magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6S F2000 Widegrip.jpg|thumb|none|600px|A suppressed SC3000K with the &amp;quot;Angled Grip,&amp;quot; which uses the classic style F2000 forearm.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to Tachanka's DP-28 and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka's primary weapon is a [[DP-28]], also known as the DP-27. At the release of the game, the DP was Tachanka's gadget, mounted onto tripod and able to be manned by anyone, even by enemies in unfortunate situations, and his primary weapons were the Vityaz and Saiga. In this tripod-mounted form it was called the &amp;quot;RP-46&amp;quot; in game, though this is the designation for the belt-fed, pistol-gripped version of the DP. Tachanka himself referred to it as the &amp;quot;DP-28.&amp;quot; Its magazines hold an erroneous 70 rounds. During its life as a mounted weapon, it incorrectly tracked the round in the chamber, but after being reworked into his primary weapon, it's correctly depicted as open-bolt, and the extra round was given to Tachanka's ammo reserve.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. In &amp;quot;Operation: Blood Orchid,&amp;quot; it was changed so that Tachanka kept the magazine loaded in the weapon when moving it instead of unloading and loading it every time, making it faster to move around.&lt;br /&gt;
&lt;br /&gt;
The 2020 October update made the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:R6S DP28 new promo.jpg|thumb|none|600px|The official art of the DP-28 after the update.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys in an official artwork.]]&lt;br /&gt;
[[File:R6s dp27 new.jpeg|thumb|none|600px|Render of Tachanka holding his new weapon in first person. The gun was given an unique, vintage-style reflex sight to match Tachanka's antique collector persona.]]&lt;br /&gt;
===Mounted version===&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-27 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it was the only portable LMG available to Defenders, until Tachanka's rework made his DP-27 mobile.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, not even a groove in the Picatinny rail, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, and Kali's LV Lance not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. In-game it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
The October 2020 Tachanka rework adds a [[Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget, known as the &amp;quot;Shumikha&amp;quot; in-universe. For whatever reason, the Shumikha fires incendiary grenades instead of high-explosives, and its operation is utterly bizarre: the Mosin's receiver is treated as semi-automatic and the bolt blows back like a gas-operated weapon, despite the real deal (still) being bolt-action, and the magazine of the launcher component itself is not animated, with Tachanka simply cramming in more grenades through the static loading gate when reloading the weapon without indexing the drum at all. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
&lt;br /&gt;
As an unintentional bit of irony, the in-game write-up claims that replacing Tachanka's machinegun stand with the Shumikha will lighten his gear load, while one of the main reasons leading up to the Kulakov being rejected in the first place was how heavy and unwieldy it is to use as a standard-issue weapon. To put it into perspective, an unloaded Kulakov weighs significantly more than a fully-loaded DP-28 (15kg vs. 11.5kg), and was designed to be fired with its bipod deployed. &lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
[[file:R6S Kulakov promo.jpg|thumb|none|600px|The official art of the Kulakov Launcher.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys on an official artwork.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (in fact you'd actually have to throw it directly at someone to get any kind of decent damage). However, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague Pistol==&lt;br /&gt;
An unknown, fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Pepperbox Pistol==&lt;br /&gt;
A 3-barreled Pepperbox pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols and the Mariette Pepperbox.&lt;br /&gt;
[[File:Mariette 4-barrel Pepperbox.jpg|thumb|none|400px|Mariette Pepperbox, 4-barrel model - .36 caliber]]&lt;br /&gt;
[[Image:Allen&amp;amp;ThurberPepperbox.jpg|thumb|none|400px|Allen &amp;amp; Thurber Pepperbox revolver.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either a [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen on the  &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office, and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on a movie poster parodying ''[[Mad Max]]'', called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun in the coaxial mount of an M4 Sherman tank.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]]s.&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1452520</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1452520"/>
		<updated>2021-11-06T13:14:52Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Knight's Armament SR-25 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4 and 5, Xbox One and Series S/X and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from a counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. Recruit was reworked in Operation Void Edge to allow new players an opportunity to use a wide variety of weapons and weapon types in order to learn the game quicker. Attacking recruit has access to the L85A1, M249, MK14 EBR, USP, Remington 870 &amp;quot;Super Shorty&amp;quot; shotgun and CZ75 Auto. Defending recruit uses the MP5K PDW, Remington 870, FNP-9 and the MAC-11.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]], with a permanent Osprey suppressor affixed to the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing for the small magazine (most pistols in game are double-stacked with 15+ capacities), the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle, doing as much damage per shot as DMRs like the 7.62x51mm SR-25.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model; note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to ''[[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]]'', the sights are in the raised position. These have been updated to include illuminated dots on the 3 and 9'o-clock positions and on the front post.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS members except Thatcher, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well. Note the rail mounted onto the weapon; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the L85A2. The C1 does not use any sort of rail system on top of the receiver, and this fictionalised rail is thinner and flimsier-looking than the real thing.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components, 8&amp;quot; barrel, and telescoping stock of the latter.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX, Gen 1 - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo, simply referred to in-game as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly to the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|The MP5SD in the weapon inspection screen. Note the original SEF trigger group, identifying this as an SD2. A KAC M4 RIS is also attached to the handguard with, of all things, steel hose clamps.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking at a high-tech display of some Tokyo towers with the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Aiming down the rather cropped-open sights.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, just like the other factions' MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Loading in a fresh magazine...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and witnessing the aftermath of a gentle HK slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Attempting to no avail to stock-bash a hologram.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, quad-railed Daniel Defence handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, quad-railed Daniel Defence handguard, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image, as well as the altered pistol grip and DD handguard, both of which are slightly different to the actual rifle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle. Note the rail underneath the carry handle; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the C1 SMG. The SA80 does use this style of rail instead of the Picatinny rail, but it is thinner and flimsier-looking in-game.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release and proper British Army drill, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px|HK417s seen inside a weapons locker on the Favela level.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game). This was due to the R4-C previously being the most objectively best rifle in Ash's arsenal, leaving her G36C no real reason to exist in competitive play. The removal of the ACOG now forces Ash players to choose between an aggressive and distant playstyle.&lt;br /&gt;
&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] appears under the name &amp;quot;Aug A2&amp;quot;, the devs seemingly not realizing that AUG is an acronym and should be capitalized accordingly. It is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai and is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] Enchanced Combat Carbine is the DMR option for Blackbeard and one of the two weapons included in his kit. It was later made available to FBI asset and questionable rogue: Flores. The Crane stock has been replaced with a Magpul UBR stock and Blackbeard has custom clips mounted on the handguards of his SR25 to allow the attachment of his rifle shield.&lt;br /&gt;
&lt;br /&gt;
It is a generally average but lackluster gun in comparison to others.&lt;br /&gt;
&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock. ]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer 16-inch aftermarket pencil barrel. Attaching this would technically make it a heavily modernized [[Colt Model 653]] instead of a proper Block II.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, who is Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail (similar to the Slovenian contract F2000s), and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|The SC3000K uses the same iron sights from the MP7.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing a spent magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6S F2000 Widegrip.jpg|thumb|none|600px|A suppressed SC3000K with the &amp;quot;Angled Grip,&amp;quot; which uses the classic style F2000 forearm.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to Tachanka's DP-28 and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka's primary weapon is a [[DP-28]], also known as the DP-27. At the release of the game, the DP was Tachanka's gadget, mounted onto tripod and able to be manned by anyone, even by enemies in unfortunate situations, and his primary weapons were the Vityaz and Saiga. In this tripod-mounted form it was called the &amp;quot;RP-46&amp;quot; in game, though this is the designation for the belt-fed, pistol-gripped version of the DP. Tachanka himself referred to it as the &amp;quot;DP-28.&amp;quot; Its magazines hold an erroneous 70 rounds. During its life as a mounted weapon, it incorrectly tracked the round in the chamber, but after being reworked into his primary weapon, it's correctly depicted as open-bolt, and the extra round was given to Tachanka's ammo reserve.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. In &amp;quot;Operation: Blood Orchid,&amp;quot; it was changed so that Tachanka kept the magazine loaded in the weapon when moving it instead of unloading and loading it every time, making it faster to move around.&lt;br /&gt;
&lt;br /&gt;
The 2020 October update made the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:R6S DP28 new promo.jpg|thumb|none|600px|The official art of the DP-28 after the update.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys in an official artwork.]]&lt;br /&gt;
[[File:R6s dp27 new.jpeg|thumb|none|600px|Render of Tachanka holding his new weapon in first person. The gun was given an unique, vintage-style reflex sight to match Tachanka's antique collector persona.]]&lt;br /&gt;
===Mounted version===&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-27 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it was the only portable LMG available to Defenders, until Tachanka's rework made his DP-27 mobile.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, not even a groove in the Picatinny rail, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, and Kali's LV Lance not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. In-game it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
The October 2020 Tachanka rework adds a [[Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget, known as the &amp;quot;Shumikha&amp;quot; in-universe. For whatever reason, the Shumikha fires incendiary grenades instead of high-explosives, and its operation is utterly bizarre: the Mosin's receiver is treated as semi-automatic and the bolt blows back like a gas-operated weapon, despite the real deal (still) being bolt-action, and the magazine of the launcher component itself is not animated, with Tachanka simply cramming in more grenades through the static loading gate when reloading the weapon without indexing the drum at all. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
&lt;br /&gt;
As an unintentional bit of irony, the in-game write-up claims that replacing Tachanka's machinegun stand with the Shumikha will lighten his gear load, while one of the main reasons leading up to the Kulakov being rejected in the first place was how heavy and unwieldy it is to use as a standard-issue weapon. To put it into perspective, an unloaded Kulakov weighs significantly more than a fully-loaded DP-28 (15kg vs. 11.5kg), and was designed to be fired with its bipod deployed. &lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
[[file:R6S Kulakov promo.jpg|thumb|none|600px|The official art of the Kulakov Launcher.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys on an official artwork.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (in fact you'd actually have to throw it directly at someone to get any kind of decent damage). However, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague Pistol==&lt;br /&gt;
An unknown, fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Pepperbox Pistol==&lt;br /&gt;
A 3-barreled Pepperbox pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols and the Mariette Pepperbox.&lt;br /&gt;
[[File:Mariette 4-barrel Pepperbox.jpg|thumb|none|400px|Mariette Pepperbox, 4-barrel model - .36 caliber]]&lt;br /&gt;
[[Image:Allen&amp;amp;ThurberPepperbox.jpg|thumb|none|400px|Allen &amp;amp; Thurber Pepperbox revolver.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either a [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen on the  &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office, and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on a movie poster parodying ''[[Mad Max]]'', called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun in the coaxial mount of an M4 Sherman tank.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]]s.&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1452517</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1452517"/>
		<updated>2021-11-06T13:05:19Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Remington R4-C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4 and 5, Xbox One and Series S/X and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from a counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. Recruit was reworked in Operation Void Edge to allow new players an opportunity to use a wide variety of weapons and weapon types in order to learn the game quicker. Attacking recruit has access to the L85A1, M249, MK14 EBR, USP, Remington 870 &amp;quot;Super Shorty&amp;quot; shotgun and CZ75 Auto. Defending recruit uses the MP5K PDW, Remington 870, FNP-9 and the MAC-11.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]], with a permanent Osprey suppressor affixed to the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing for the small magazine (most pistols in game are double-stacked with 15+ capacities), the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle, doing as much damage per shot as DMRs like the 7.62x51mm SR-25.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model; note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to ''[[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]]'', the sights are in the raised position. These have been updated to include illuminated dots on the 3 and 9'o-clock positions and on the front post.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS members except Thatcher, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well. Note the rail mounted onto the weapon; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the L85A2. The C1 does not use any sort of rail system on top of the receiver, and this fictionalised rail is thinner and flimsier-looking than the real thing.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components, 8&amp;quot; barrel, and telescoping stock of the latter.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX, Gen 1 - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo, simply referred to in-game as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly to the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|The MP5SD in the weapon inspection screen. Note the original SEF trigger group, identifying this as an SD2. A KAC M4 RIS is also attached to the handguard with, of all things, steel hose clamps.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking at a high-tech display of some Tokyo towers with the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Aiming down the rather cropped-open sights.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, just like the other factions' MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Loading in a fresh magazine...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and witnessing the aftermath of a gentle HK slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Attempting to no avail to stock-bash a hologram.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, quad-railed Daniel Defence handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, quad-railed Daniel Defence handguard, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image, as well as the altered pistol grip and DD handguard, both of which are slightly different to the actual rifle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle. Note the rail underneath the carry handle; this is a fictional version of the original NATO standard rail (that got replaced by the Picatinny rail) present on other guns in the game, such as the C1 SMG. The SA80 does use this style of rail instead of the Picatinny rail, but it is thinner and flimsier-looking in-game.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release and proper British Army drill, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px|HK417s seen inside a weapons locker on the Favela level.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game). This was due to the R4-C previously being the most objectively best rifle in Ash's arsenal, leaving her G36C no real reason to exist in competitive play. The removal of the ACOG now forces Ash players to choose between an aggressive and distant playstyle.&lt;br /&gt;
&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] appears under the name &amp;quot;Aug A2&amp;quot;, the devs seemingly not realizing that AUG is an acronym and should be capitalized accordingly. It is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai and is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] has been available in the game since the Operation Dust Line expansion was released. It is a second primary choice for Blackbeard.&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock.]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer 16-inch aftermarket pencil barrel. Attaching this would technically make it a heavily modernized [[Colt Model 653]] instead of a proper Block II.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, who is Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail (similar to the Slovenian contract F2000s), and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|The SC3000K uses the same iron sights from the MP7.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing a spent magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6S F2000 Widegrip.jpg|thumb|none|600px|A suppressed SC3000K with the &amp;quot;Angled Grip,&amp;quot; which uses the classic style F2000 forearm.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to Tachanka's DP-28 and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka's primary weapon is a [[DP-28]], also known as the DP-27. At the release of the game, the DP was Tachanka's gadget, mounted onto tripod and able to be manned by anyone, even by enemies in unfortunate situations, and his primary weapons were the Vityaz and Saiga. In this tripod-mounted form it was called the &amp;quot;RP-46&amp;quot; in game, though this is the designation for the belt-fed, pistol-gripped version of the DP. Tachanka himself referred to it as the &amp;quot;DP-28.&amp;quot; Its magazines hold an erroneous 70 rounds. During its life as a mounted weapon, it incorrectly tracked the round in the chamber, but after being reworked into his primary weapon, it's correctly depicted as open-bolt, and the extra round was given to Tachanka's ammo reserve.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. In &amp;quot;Operation: Blood Orchid,&amp;quot; it was changed so that Tachanka kept the magazine loaded in the weapon when moving it instead of unloading and loading it every time, making it faster to move around.&lt;br /&gt;
&lt;br /&gt;
The 2020 October update made the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[file:R6S DP28 new promo.jpg|thumb|none|600px|The official art of the DP-28 after the update.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys in an official artwork.]]&lt;br /&gt;
[[File:R6s dp27 new.jpeg|thumb|none|600px|Render of Tachanka holding his new weapon in first person. The gun was given an unique, vintage-style reflex sight to match Tachanka's antique collector persona.]]&lt;br /&gt;
===Mounted version===&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-27 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it was the only portable LMG available to Defenders, until Tachanka's rework made his DP-27 mobile.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, not even a groove in the Picatinny rail, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, and Kali's LV Lance not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. In-game it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
The October 2020 Tachanka rework adds a [[Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget, known as the &amp;quot;Shumikha&amp;quot; in-universe. For whatever reason, the Shumikha fires incendiary grenades instead of high-explosives, and its operation is utterly bizarre: the Mosin's receiver is treated as semi-automatic and the bolt blows back like a gas-operated weapon, despite the real deal (still) being bolt-action, and the magazine of the launcher component itself is not animated, with Tachanka simply cramming in more grenades through the static loading gate when reloading the weapon without indexing the drum at all. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
&lt;br /&gt;
As an unintentional bit of irony, the in-game write-up claims that replacing Tachanka's machinegun stand with the Shumikha will lighten his gear load, while one of the main reasons leading up to the Kulakov being rejected in the first place was how heavy and unwieldy it is to use as a standard-issue weapon. To put it into perspective, an unloaded Kulakov weighs significantly more than a fully-loaded DP-28 (15kg vs. 11.5kg), and was designed to be fired with its bipod deployed. &lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
[[file:R6S Kulakov promo.jpg|thumb|none|600px|The official art of the Kulakov Launcher.]]&lt;br /&gt;
[[file:R6S Tachanka 2020 promoa.jpg|thumb|none|600px|Tachanka's new toys on an official artwork.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (in fact you'd actually have to throw it directly at someone to get any kind of decent damage). However, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague Pistol==&lt;br /&gt;
An unknown, fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Pepperbox Pistol==&lt;br /&gt;
A 3-barreled Pepperbox pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols and the Mariette Pepperbox.&lt;br /&gt;
[[File:Mariette 4-barrel Pepperbox.jpg|thumb|none|400px|Mariette Pepperbox, 4-barrel model - .36 caliber]]&lt;br /&gt;
[[Image:Allen&amp;amp;ThurberPepperbox.jpg|thumb|none|400px|Allen &amp;amp; Thurber Pepperbox revolver.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either a [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot;, in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen on the  &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office, and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on a movie poster parodying ''[[Mad Max]]'', called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun in the coaxial mount of an M4 Sherman tank.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]]s.&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1450546</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1450546"/>
		<updated>2021-10-29T06:22:02Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Makarov PM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available in the main game.&lt;br /&gt;
&lt;br /&gt;
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.&lt;br /&gt;
&lt;br /&gt;
As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. &lt;br /&gt;
&lt;br /&gt;
It is normally only available to Jill, as the case it's located in can only be reached by crawling under a pile of debris in the hospital. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. It is ostensibly included as a stand-in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game, which didn't return in the remake, in order to fill its magnum niche.&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which doesn't exist for any model of the M4 in reality, though this can be replicated by having one shell chambered on top of a full 5-round civilian mag, which ''could'' have been the case, if Jill did not rack the charging handle after every reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
Grenade rounds available in RE3 include explosive rounds, acid rounds, incendiary rounds, and proximity mine rounds, allowing the MGL to also take the place of the original game's Mine Thrower. For some reason, the Hk-P's freeze rounds have been removed and are not available to the MGL.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating the Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1450443</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1450443"/>
		<updated>2021-10-28T03:20:06Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M26 Hand Grenade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It is released alongside an asymmetric 1v4 multiplayer title known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
Entries marked with (*) are weapons exclusive to ''Resistance'' and do not make an appearance in ''Resident Evil 3'', while those marked with (**) appear in both.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
===Resident Evil 3===&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo. &lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.&lt;br /&gt;
&lt;br /&gt;
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith &amp;amp; Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).&lt;br /&gt;
===Resident Evil Resistance===&lt;br /&gt;
''Resistance'' reuses most of the guns that appeared in the ''Resident Evil 2'' remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in ''Resistance'' use the same type of universal ammo, with more powerful weapons using up more &amp;quot;units&amp;quot; per shot, translating into less ammo overall. As a holdover from ''RE2's'' gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.&lt;br /&gt;
&lt;br /&gt;
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Nicholai uses a [[Makarov PM]] as his sidearm. As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer. Mikhail may also have one, but it's never shown clearly.&lt;br /&gt;
[[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]]&lt;br /&gt;
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]]&lt;br /&gt;
[[File:RE3R-Nicholai-Gun-2.jpg|thumb|none|600px|Nicholai aims his Makarov at Jill, tired of her mistaking him for actor [[Jonathan Pryce]] all the time.]]&lt;br /&gt;
[[File:RE3R-Jill-Makarov.jpg|thumb|none|600px|Jill with the Makarov.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the [[Glock 19]] from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the &amp;quot;A1&amp;quot; (from the Revelations series) slide engravings of &amp;quot;Custom Kendo Shop&amp;quot; on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked &amp;quot;Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY&amp;quot;. Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to &amp;quot;CUSTOM kendo SHOP&amp;quot;. &lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS &amp;quot;Samurai Edge&amp;quot;.]] &lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. &amp;quot;Jill's specifications&amp;quot;, as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the &amp;quot;A1&amp;quot; version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]]&lt;br /&gt;
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim_1.jpg|thumb|none|600px|Sticking up a particularly threatening vending machine.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever. Or at least until she gets enough points to buy another one from the in-game shop.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the ''Resident Evil 2'' remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3R-BrowningHP-RPD.jpg|thumb|none|600px|Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the ''RE2'' remake will likely remember them.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX (**)==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name &amp;quot;.44 AE Lightning Hawk&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. &lt;br /&gt;
&lt;br /&gt;
It is normally only available to Jill, as the case it's located in can only be reached by crawling under a pile of debris in the hospital. When it's picked up, Jill will remark that it's &amp;quot;guaranteed to give you a headache&amp;quot; in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. It is ostensibly included as a stand-in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game, which didn't return in the remake, in order to fill its magnum niche.&lt;br /&gt;
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the ''RE2'' remake returns in ''Resistance'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim.jpg|thumb|none|600px|Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The &amp;quot;.44 AE Lightning Hawk&amp;quot; with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional &amp;quot;.44 AE&amp;quot; caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-DeagleReload_1.jpg|thumb|none|600px|Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
By default, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight ''should'' technically be compatible.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her Samurai Edge, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated. &lt;br /&gt;
&lt;br /&gt;
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original ''RE3'', filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP (**)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|601px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3 Infinite MUP Shop.jpg|thumb|none|600px|The MUP in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold_1.jpg|thumb|none|600px|Just prior to the final fight, Jill takes time to test out the MUP.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim_1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload_1.jpg|thumb|none|600px|Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty_1.jpg|thumb|none|600px|The MUP runs empty in Jill's hands.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M (*)==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The misshapen [[M1911A1]] returns from the ''Resident Evil 2'' remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a [[Browning Hi-Power Mark III]] instead. It is not usable in the game.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE3R-Marvin-M1911.jpg|thumb|none|600px|Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding the M1911A1 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Ruger Blackhawk (*)==&lt;br /&gt;
The [[Ruger Blackhawk]] returns from the ''Resident Evil 2'' remake as the &amp;quot;Quickdraw Army&amp;quot;. Like the rest of RE2's returning weapons, it is only available in ''Resistance''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3 Jill STARS model figure.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3R-M3Super-90-Tactical.jpg|thumb|none|600px|Inventory preview of the M3 equipped with the Tactical Stock mod.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the M3 with the Semi-Auto Barrel transforms it into a [[Benelli M4 Super 90]], albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which doesn't exist for any model of the M4 in reality, though this can be replicated by having one shell chambered on top of a full 5-round civilian mag, which ''could'' have been the case, if Jill did not rack the charging handle after every reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]]&lt;br /&gt;
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (**)==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3 (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11 (*)==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;. The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]]&lt;br /&gt;
[[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos fires on Nemesis. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]]&lt;br /&gt;
[[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]]  &lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot;]]&lt;br /&gt;
[[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]]&lt;br /&gt;
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.&lt;br /&gt;
&lt;br /&gt;
Grenade rounds available in RE3 include explosive rounds, acid rounds, incendiary rounds, and proximity mine rounds, allowing the MGL to also take the place of the original game's Mine Thrower. For some reason, the Hk-P's freeze rounds have been removed and are not available to the MGL.&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]]&lt;br /&gt;
[[File:RE3R-MGL-Cutscene.jpg|thumb|none|600px|Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a [[Smith &amp;amp; Wesson Model 629 Classic]] magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|601px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3 Infinite Rocket Launcher Shop.jpg|thumb|none|600px|The Infinite Rocket Launcher in the post-game Bonus shop.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold_1.jpg|thumb|none|600px|Just before the final showdown, Jill contemplates on whether or not the endgame boss in this ''Resident Evil'' title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim_1.jpg|thumb|none|600px|Jill aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a door.]]&lt;br /&gt;
==M79 (*)==&lt;br /&gt;
The [[M79 grenade launcher]] returns as the &amp;quot;GM 79&amp;quot;, this time being limited to ''Resistance'', and can only fire acid rounds.&lt;br /&gt;
&lt;br /&gt;
It can only be acquired from killing Supply Zombies and looting their backpacks.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==&amp;quot;FINGeR&amp;quot;==&lt;br /&gt;
Replacing the Demon Sword of Paraclesus from the original game, Jill uses the &amp;quot;Ferromagnetic Infantry-use Next Generation Railgun&amp;quot;, or &amp;quot;FINGeR&amp;quot; as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs &amp;quot;the finger&amp;quot;), to destroy the Nemesis once and for all.&lt;br /&gt;
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. &amp;lt;br&amp;gt;As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]]&lt;br /&gt;
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rai-Den&amp;quot;==&lt;br /&gt;
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot&amp;quot;. The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.&lt;br /&gt;
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]]&lt;br /&gt;
[[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cools down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous &amp;quot;Jill Sandwich&amp;quot; one-liner if he were here.]]&lt;br /&gt;
[[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]]&lt;br /&gt;
[[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]]&lt;br /&gt;
[[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']]&lt;br /&gt;
[[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;. The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. It is also capable of temporarily incapacitating The Nemesis if he is caught in the blast radius.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name &amp;quot;Stun Grenade.&amp;quot;&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Concept Weapons=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 with UMP Stock==&lt;br /&gt;
A piece of unlockable concept art shows an Umbrella security guard with a [[Heckler &amp;amp; Koch MP5]] with a [[Heckler &amp;amp; Koch UMP|UMP]] stock, as a nod to the UBCS' standard-issue firearm in the ''Umbrella Chronicles'' spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.&lt;br /&gt;
[[File:MP5 UMP stock.jpg|thumb|375px|none|MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm]]&lt;br /&gt;
[[File:RE3R-MP5-UMP.jpg|thumb|none|600px|Lower left, strapped across the back of the guy in yellow.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Unlockable concept art of Jill in the game's Bonus section shows her holding a [[Mossberg 500]] shotgun.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3R-Mossberg.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted [[M134 Minigun]].&lt;br /&gt;
[[Image:M134.JPG|thumb|none|300px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3R-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==AR-15 Type Rifles==&lt;br /&gt;
A number of RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles in the intro movie.&lt;br /&gt;
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]]&lt;br /&gt;
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]].&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|300px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==M1911==&lt;br /&gt;
An [[M1911 pistol series|M1911]] style pistol appears on a magazine cover in Jill's apartment. Jill can also be seen holding a 1911 style pistol in a few pieces of unlockable concept art.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|right|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the M1911 can be seen on the cover of the magazine on top of the pile.]]&lt;br /&gt;
&lt;br /&gt;
==Space Rifle==&lt;br /&gt;
A movie poster shows a man in a space suit armed with a bullpup rifle.&lt;br /&gt;
[[File:RE3R-Space-Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
=Extra=&lt;br /&gt;
==Movie References==&lt;br /&gt;
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.&lt;br /&gt;
[[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1446146</id>
		<title>Resident Evil 2 (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1446146"/>
		<updated>2021-10-02T13:32:20Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Jill's Model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 2&lt;br /&gt;
|picture=Re2remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= January 25, 2019&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 2''''' is a 2019 remake of the original 1998 ''[[Resident Evil 2]]'', in the same vein as the 2002 ''[[Resident Evil (2002)|Resident Evil]]'' remake, released on PC, PS4 and Xbox One. The remake features significantly updated graphics, new third-person gameplay, and a retold storyline.&lt;br /&gt;
&lt;br /&gt;
As in the original game, the main player characters are Leon Scott Kennedy and Claire Redfield, and each of them have two A and B scenarios (the B scenarios officially called &amp;quot;2nd Run&amp;quot;). Ada Wong and Sherry Birkin are also playable during certain sections of the two player characters' campaigns. Two minigames, &amp;quot;The 4th Survivor&amp;quot; featuring Hunk, and &amp;quot;The Tofu Survivor&amp;quot; featuring Tofu and four new unlockable animate gelatinous foods are also included, while four additional mini-scenarios featuring gunshop owner Robert Kendo, Raccoon City mayor Michael Warren's daughter Katherine, USS soldier codenamed Ghost, and Sheriff Daniel Cortini, were added for free in ''The Ghost Survivors'' free DLC.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The 2019 remake uses the same grid-based inventory system of ''[[Resident Evil 7: Biohazard]]'', and various weapons have different sizes instead of the generic inventory slots of the original. This forces the player to manage their loadouts carefully while also allowing space for ammo and various other items. &lt;br /&gt;
&lt;br /&gt;
By default, most firearms take up one block of space, though large weapons take up two. Certain mods exist for some firearms that alter their performance in some manner when equipped, though certain ones will increase a weapon's footprint in Leon or Claire's inventory. These mods, and ''only'' these, may be detached to reduce a given weapon's profile back to the standard 1x1 at the cost of their bonuses. Mod items that don't change a weapon's inventory size cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Like the previous entries, weapons in the same class share the same type of generic ammunition, while ones of different categories do not, regardless of their actual caliber in reality. Ammunition can be crafted with gunpowder found throughout the game, like in some of the previous games, with different mixes of varying grades of powder resulting in certain ammo types. Certain gunpowder types will only be available to Claire, and others to Leon, due to their loadout difference.&lt;br /&gt;
&lt;br /&gt;
Many firearms make a return from the original title, though some don't or were replaced with a rough equivalent. Any weapons unlocked through DLCs or completing bonus challenges are placed into the item box and can be retrieved at any time, be that the start of a new game or a game already in progress. Taking a page from the 2002 remake of ''Resident Evil'', the 2019 remake features &amp;quot;sub-weapons&amp;quot; that can be used either as standalone weapons or for self defense when being grabbed by enemies. Sub-weapons includes knives and grenades, the former of which can and will break if used too much.&lt;br /&gt;
&lt;br /&gt;
A new implemented change was the &amp;quot;focus aim&amp;quot; mechanic, in which a firearm's crosshair will tighten if the player keeps their aim on an enemy and don't move. This narrows the weapon's spread down to a point, while also applying a slight damage buff to the next shot. Each weapon has its own focus multiplier, and certain modifications can impact this stat. &lt;br /&gt;
&lt;br /&gt;
In addition, the player characters will utilize flashlights and adopt different stances when using firearms in dark areas. This is most evident in pistols that are often held two-handed in a Weaver stance, but utilize a tandem Harries grip when wielded with a flashlight. Despite the stance change, this is entirely cosmetic and does not affect weapon handling. When aiming two-handed weapons or reloading in the dark, the flashlight will be held between the player character's shoulder and neck instead, though it will look as if it's emitting from the muzzle of certain firearms. As an additional detail, weapons present in the inventory but not actively equipped will show up on the player character's model, with the pistols going into the side holsters while larger guns are stowed onto the back.&lt;br /&gt;
&lt;br /&gt;
Handguns in this game are animated with non-moving barrels, indicating blowback or delayed blowback operation, which is an incorrect animation style for most of the game's semi-automatic pistols, such as the Beretta M92F Custom &amp;quot;Samurai Edge&amp;quot; handguns present. This stands in contrast to games such as 2002's Resident Evil and Resident Evil 0, which featured examine animations on the handgun that correctly showed a short-recoil reciprocating barrel. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite some weapons having listed damage values below, these should be taken with a grain of salt, since the game applies an Adaptive Difficulty mechanic that dynamically adjusts weapon damage and enemy health depending on player performance.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
Like the original game, Leon starts the game with a [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] in his inventory. It is called by the series' staple name for the gun, &amp;quot;Matilda&amp;quot;. It uses Handgun Ammunition (9x19mm Parabellum rounds), and is underloaded to 12 rounds, unlike the original game. The VP70 can be upgraded with an unrealistic 24 round extended magazine, the burst fire stock and a compensator to reduce recoil. True to life, the added stock enables it to fire in 3-round bursts, though slowly enough that quick taps could still produce single shots. Understandably, this goes away if the stock is ever detached. &lt;br /&gt;
&lt;br /&gt;
The VP70M deals 100 damage per shot by default, while the Stock modification increases this to 110. It acts as Leon's &amp;quot;canon&amp;quot; sidearm, therefore he will always have it equipped during cutscenes regardless of loadout, or if it even being in his inventory, and will not have any modifications fitted. &lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterVP70M.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Matilda&amp;quot;. The in-game weapon description implies that it is Leon's personal carry gun rather than his RPD service weapon. Judging from the state of the RPD precinct when he arrived on the scene, it's likely that he wouldn't have been able to obtain his issued pistol even if he wanted.]]&lt;br /&gt;
[[File:RE2RemasterVP70MFull.jpg|thumb|none|600px|The &amp;quot;Matilda&amp;quot; fully upgraded. Collecting the components to upgrade it to this stage seems to be part of a cruel prank, as the items are scattered around seemingly random areas of the precinct, with the stock being hidden in the boot of a completely non-specific police cruiser in the parking lot.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MAim.jpg|thumb|none|600px|Leon about to cap a zombie in the library with his &amp;quot;Matilda&amp;quot;, now that keeping quiet in libraries is a foregone notion.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MReload.jpg|thumb|none|600px|After taking a few shots to neutralize his foe, he then reloads the &amp;quot;Matilda&amp;quot; with fresh ammo. It never seems to be able to achieve the correct magazine size even with upgrades, being either six shots too few, or too many.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullAim.jpg|thumb|none|600px|Later that day, Leon encounters some sewer zombies while retrieving one of several oddly chess-themed electrical plugs. Note the flashlight being used in tandem with the pistol.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullReload.jpg|thumb|none|600px|After showing his enemy what for, Leon tops his &amp;quot;Matilda&amp;quot; up with a new mag. Note that the flashlight is now on Leon's shoulder.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser HSc==&lt;br /&gt;
Ada Wong carries a [[Mauser HSc]] as her weapon of choice, known as the &amp;quot;Broom Hc&amp;quot; in-game, in place of the Browning Hi-Power Mark III she had in the original. Its power is rather anemic and has no upgrades. It holds 9 rounds of 9mm Handgun Ammo, which it never does in reality, but probably it seems to imply the .380 version, with one always chambered round.&lt;br /&gt;
&lt;br /&gt;
Sheriff Daniel Cortini is equipped with one in his ''No Way Out'' segment of the ''Ghost Survivors'' DLC. Cortini's HSc behaves the exact same way as Ada's, but has unlimited reserve ammunition.&lt;br /&gt;
[[Image:MauserHSc.jpg|thumb|none|350px|none|West Germany Mauser HSc with wooden grips - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterHScView.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Broom Hc&amp;quot;. Upon closer inspection, this seems to be the post-WWII, West Germany-made model, though the description more closely describes the second Army model manufactured during the Nazi regime instead. The design of the magazine baseplate matches with some real .380 ACP Mauser HSc magazines, though obviously not with the reference image above.]]&lt;br /&gt;
[[File:RE2RemasterHScAim.jpg|thumb|none|600px|While trekking through the sewers, Ada takes aim at a nearby zombie with her &amp;quot;Broom Hc&amp;quot;. Unlike Leon and Claire, Ada doesn't have a flashlight to use with her pistol in the dark.]]&lt;br /&gt;
[[File:RE2RemasterHScReload.jpg|thumb|none|600px|Having neutralized her enemy, Ada reloads her weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] appears in the game as the &amp;quot;JMB Hp3&amp;quot;, with &amp;quot;Hp3&amp;quot; obviously being a reference to the actual name of the gun, Hi-Power Mark III, while &amp;quot;JMB&amp;quot; likely stands for John Moses Browning. It is the standard-issue sidearm of all non-S.T.A.R.S. RPD personnel, though Leon himself does not have access to it despite him visibly using it in an early trailer. It is no longer the starting firearm of Claire and Ada, but is available as an optional weapon only during Claire's playthrough. It is found in the trunk of a police car at the Parking Garage, where the stock of the Matilda is located during Leon's story, which requires a Car Key found near the Firing Range of the police station to unlock. &lt;br /&gt;
&lt;br /&gt;
The JMB Hp3 deal 150 damage per shot. It has a 13-shot magazine in 9mm that can be upgraded with a 26-round extended magazine. Although (ironically) unable to use High-Powered ammo like the SLS 60, it sports an integrated laser sight, which removes the need for focused aiming. The color of the laser is customizable through the options menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredHiPower.jpg|thumb|none|600px|Inventory preview of the &amp;quot;JMB Hp3&amp;quot;. The laser sight comes with the gun itself when found. Note the missing external extractor on the weapon model.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerFull.jpg|thumb|none|600px|Inventory preview of the fully-modified &amp;quot;JMB Hp3&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerAim.jpg|thumb|none|600px|Claire aiming her &amp;quot;JMB Hp3&amp;quot; at a zombie in the morgue, showing off the huge laser dot.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerReload.jpg|thumb|none|600px|Claire reloads her handgun after dealing with the risen dead. Her Hi-Power has been modded with an extended mag in this shot, which explains the doubled capacity.]]&lt;br /&gt;
[[File:RE2RemasterHiPowerMarvin.jpg|thumb|none|600px|Knowing his end is close, Lt. Marvin Branagh forces Leon to leave without him at gunpoint. Note how his Hi-Power doesn't have the laser sight of Claire's model. It presumably vanishes after Marvin zombifies, as it's nowhere to be found after Leon returns to the main hall later on.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A black/stainless [[Desert Eagle Mark XIX]] with custom wood grips and a modified safety reminiscent of the Mark I Desert Eagle's &amp;quot;tear-drop&amp;quot; safety lever appears as the &amp;quot;Lightning Hawk&amp;quot;, a reimagined version of the similarly wooden-gripped original Desert Eagle from the original game. It is available exclusively to Leon, and can be obtained in the S.T.A.R.S. office after a somewhat lengthy treasure hunt.&lt;br /&gt;
&lt;br /&gt;
It can be upgraded with a &amp;quot;Long Barrel&amp;quot; (also a reimagined version of the original Desert Eagle's long barrel upgrade parts) that's actually an entire customized upper assembly, which increases damage and reduces recoil. It can also be upgraded with a red dot sight that, oddly, behaves like a laser sight. The long barrel also increases its size from 1 slot to 2.&lt;br /&gt;
&lt;br /&gt;
Hunk starts with a Desert Eagle in &amp;quot;The 4th Survivor&amp;quot;. As a deviation from the classic game, Chief Irons no longer uses it on-screen, his sidearm having been replaced by an anachronistic Smith &amp;amp; Wesson 329PD instead.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle deals 650 damage per shot and has a x1.3 critical modifier. True to the other magnum pistols of the series, it is incredibly powerful but is hampered by its rare MAG Ammo, which are .50 AE rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|500px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|500px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE2RemasterDesertEagle.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Lightning Hawk&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFull.jpg|thumb|none|600px|A fully-kitted &amp;quot;Lightning Hawk&amp;quot;. Note how the &amp;quot;Long Barrel&amp;quot; actually replaces everything from the trigger group on upwards, complete with target sights. It is not quite the Desert Eagle's real 10 inch barrel, though it does take some heavy design cues from the real deal. It also reduces recoil instead of ''increasing'' it this time around, and doesn't slow Leon down when equipped.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleHold.jpg|thumb|none|600px|Finding himself in one of Umbrella's many absurdly huge underground complexes, Leon brandishes a &amp;quot;Lightning Hawk&amp;quot;. Unfortunately both modifications were missed at the time of taking this screenshot.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleAim.jpg|thumb|none|600px|Leon aiming his &amp;quot;Lightning Hawk&amp;quot; at a particularly threatening door.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleReload.jpg|thumb|none|600px|Realizing brute force doesn't work and he'd just wasted a precious Magnum round, Leon inserts a new magazine into his hand cannon.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullHold.jpg|thumb|none|600px|Having made further progress in another playthrough, Leon readies a fully-modded &amp;quot;Lightning Hawk&amp;quot; in anticipation of an upcoming boss fight. From the looks of it, the new slide and barrel are blued instead of chromed, giving the weapon a two-tone appearance matching that of the original.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullAim.jpg|thumb|none|600px|Leon aiming his pimped-out &amp;quot;Lightning Hawk&amp;quot;, giving a clear look at the huge red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The [[M1911A1]] from ''[[Resident Evil 7]]'' reappears as a B-scenario exclusive weapon for Leon, under the same name, &amp;quot;M19&amp;quot;. The M1911 uses &amp;quot;Large-caliber Handgun Ammo&amp;quot;, or .45 ACP rounds, which are exclusive to B-scenario exclusive weapons and ''completely'' replaces all 9mm ammo supplies (meaning that 9mm ammo can only be crafted with gunpowders). Unlike the Matilda, the M1911A1 cannot be upgraded. &lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;Quickdraw Army&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE2RemasterM1911.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M19&amp;quot;. Note how the overly bulgy trigger guard is all wrong for a M1911 variant.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim.jpg|thumb|none|600px|Leon aiming his &amp;quot;M19&amp;quot;, gangsta-style, at a zombie outside the precinct. The gangsta style aiming is a homage to the way Leon aims his VP70M pistol in the original ''Resident Evil 2'' when he is equipped with his secret alternate costumes.]]&lt;br /&gt;
[[File:RE2RemasterM1911Reload.jpg|thumb|none|600px|Having put down his aggressor, Leon reloads his &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim2.jpg|thumb|none|600px|Aiming the &amp;quot;M19&amp;quot; in the dark has the light coming from out of nowhere under the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The S.T.A.R.S (Special Tactics And Rescue Service) standard-issue &amp;quot;Samurai Edge&amp;quot; custom [[Beretta 92FS Brigadier]] makes a comeback as both preorder DLC and game clear reward: the original basic model is unlocked by getting an S-rank clear of either campaign on either difficulty, Jill's and Chris' models (based on two special limited edition Tokyo Marui ''Resident Evil'' airsoft pistols) are given for free with pre-ordered editions of the game, and Wesker's model is exclusive to pre-orders of the Deluxe edition. &lt;br /&gt;
&lt;br /&gt;
All four possess quirks that make them stand out from the standard unmodified VP70M in some way, the pre-order threes in the form of enhanced damage (Wesker's), aiming &amp;quot;focus&amp;quot; speed (Chris'), and draw time (Jill's), on top of having greater basic magazine size, while the original model has infinite ammo. The first three gradually become overshadowed once the player finds modifications for their regular guns, however.&lt;br /&gt;
&lt;br /&gt;
===Original Model===&lt;br /&gt;
The Original model Samurai Edge is unlocked by clearing either of Leon or Claire's scenarios on Standard or Hardcore difficulty with an S rank, and has unlimited reserve ammunition. It can be claimed from an item box after being unlocked, though using it will not allow the player to achieve an S+ ranking on Hardcore. It has a firepower value of 90, which is lower than either of Leon's or Claire's starting pistols.&lt;br /&gt;
&lt;br /&gt;
Robert Kendo is equipped with an Original model Samurai Edge as part of his loadout in ''No Time To Mourn''. His behaves the same way as the unlockable version, but doesn't run on unlimited reserve ammunition.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOG.jpg|thumb|none|600px|Inventory preview of the original Samurai Edge. Whatever &amp;quot;Kendo Custom, Phase 2&amp;quot; is, it certainly does wonders by giving the pistol unlimited brass to plink. The STARS medallion is absent on this model, likely due to it being an unfinalized test model.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGAim.jpg|thumb|none|600px|Leon taking aim with the original 'Edge. Note the uncocked hammer, the animation for the two-handed grip of all handgun models (except for the Desert Eagle, which is glitched in reverse) seem to be glitched, operating in DAO despite having the hammer magically cock itself during reloads and then dropping back down. However, whenever it is used with a Harries stance, the hammer is cocked.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGReload.jpg|thumb|none|600px|Reloading the original model.]]&lt;br /&gt;
&lt;br /&gt;
===Wesker's Model===&lt;br /&gt;
Wesker's model, a modified [[Beretta 92FS Brigadier#Beretta 92FS Brigadier Inox|Beretta 92FS Brigadier Inox]], was originally exclusive to Digital Deluxe pre-orders of the game, though is now sold separately or as part of the Extra DLC bundle on available marketplaces. &lt;br /&gt;
&lt;br /&gt;
It boasts increased damage compared to other pistols, clocking in at 110 per shot compared to the vanilla VP70M's 100, and is only weaker than the Lightning Hawk or a SLS 60.&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWesker.jpg|thumb|none|600px|Inventory preview of Wesker's Samurai Edge. Being the odd-one-out, Wesker's is even further customized. Apparently replacing the frame with a brick of anodized aluminum increases a Beretta's stopping power.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerAim.jpg|thumb|none|600px|Leon taking aim with Wesker's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerReload.jpg|thumb|none|600px|Reloading Wesker's model. Note how the magazine is stainless too, though the heel of the base seems to be blued.]]&lt;br /&gt;
&lt;br /&gt;
===Chris' Model===&lt;br /&gt;
Chris' Samurai Edge, along with Jill's, is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster focus time compared to other pistols without laser sights, which makes it easier and faster to land completely accurate powerful shots while aiming, a homage to the fact that Chris is suppose to be STARS' best sharpshooter.&lt;br /&gt;
&lt;br /&gt;
Chris' Samurai Edge deals 90 damage per shot, making it slightly better than the Original model due to the aiming enhancement, but is completely unremarkable otherwise.&lt;br /&gt;
[[File:Samurai Edge Chris.jpg|thumb|none|350px|&amp;quot;Samurai Edge ''Kai'' M92F/S.T.A.R.S. Custom Chris Redfield Model&amp;quot; airsoft pistol.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChris.jpg|thumb|none|600px|Inventory preview of Chris' Samurai Edge, a gun that he himself is never actually seen using. Fun fact: Chris had lost his own Samurai Edge during the Mansion incident, and used Jill's throughout the first game instead. Chris' Samurai Edge is also known to have had a lightened slide (which is strange considering the purpose of the heavy Brigadier slide) and a trigger job. Even in the ''Extreme Battle'' mode of ''2'', which doesn't return with the remake, Chris' sidearm is an unmodified 92FS Inox, not a Samurai Edge (although this was before the concept of STARS members having a custom-made sidearm existed. Before RE3, all STARS members were armed with standard Beretta 92FS' for sidearms.)]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisAim.jpg|thumb|none|600px|Leon taking aim with Chris' Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisReload.jpg|thumb|none|600px|Reloading Chris' model.]]&lt;br /&gt;
&lt;br /&gt;
===Jill's Model===&lt;br /&gt;
Jill's Samurai Edge, along with Chris', is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster draw time compared to other pistols.&lt;br /&gt;
&lt;br /&gt;
Jill's Samurai Edge is the weakest of the four, clocking in at a concerning 80 per shot.&lt;br /&gt;
[[File:Samurai Edge Jill.jpg|thumb|none|350px|&amp;quot;Samurai Edge A1 Jill Valentine Model&amp;quot; airsoft pistol.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJill.jpg|thumb|none|600px|Inventory preview of Jill's Samurai Edge. This model uses a M9A1 frame (an anachronistic modification since M9A1s were only issued by 2006), which is strange as during 1998, Jill's variant was largely default with the only modifications being a shortened slide stop and different aesthetics. To add to the confusion, Jill ''did'' request for her Samurai Edge to be further modified by the BSAA, and that came in the form of Beretta M9A1 parts. However, as of REmake 3, she lost her handgun during her scuffle with the Nemesis in her apartment (and completely destroyed after the city was nuked), meaning that in the remade timeline: this handgun isn't suppose to exist.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillAim.jpg|thumb|none|600px|Leon taking aim with Jill's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillReload.jpg|thumb|none|600px|Reloading Jill's model.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
USS Operative Hunk uses a two tone [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]] in &amp;quot;The 4th Survivor&amp;quot;, named &amp;quot;MUP&amp;quot; in-game. It has a 16-round capacity, and uses 9mm rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredUSP9.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MUP&amp;quot;. It's highly unlikely to be a USP40 or 45, since while most pistols obtainable use generic 9mm ammunition, there '''''is''''' .45 ACP in this game, which it's not compatible with. Despite this, 16-round magazines are specific to the .40 S&amp;amp;W Match/Expert models and nothing else, though it could have been reasonably based on a USP9 with one round in the chamber.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Aim.jpg|thumb|none|600px|En route to his extraction point, Hunk takes aim at three zombies standing in his way.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Reload.jpg|thumb|none|600px|Hunk reloading his &amp;quot;MUP&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
Replacing his Browning HP, William Birkin had a [[Glock 19]] handgun tucked in his waist as he attempted to escape the Nest lab with the virus samples, but was cornered by USS Commandos under Hunk. He attempted to use it against his would-be captors, but was gunned down by another commando named Martinez.&lt;br /&gt;
&lt;br /&gt;
Annette Birkin would later pick up this handgun and use it during her appearances in several cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|350px|3rd Generation Glock 19 - 9x19mm]]&lt;br /&gt;
[[File:RE2RWBG19.jpg|thumb|none|600px|Refusing to hand over his life's work and a final act of defiance, William Birkin draws out his Glock 19. Predictably, he isn't able to get a shot out before going down with 4 highly-trained mercenaries keeping their guns aimed at him.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlockCloseUp.jpeg|thumb|none|600px|Annette aims her Glock 19. Here &amp;quot;19 Austria 9x19&amp;quot; can be seen, as well as its unusually rounded and smooth frame.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock.jpg|thumb|none|600px|Annette holds the Glock 19 after shooting Ada Wong in the central NEST chamber.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock2.jpg|thumb|none|600px|She then falls to the ground, dead, giving us a clear look of the flat slide top with no fake vents in sight.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Bodyguard==&lt;br /&gt;
Claire starts her campaign with the [[Smith &amp;amp; Wesson Bodyguard]] revolver instead of a Browning Hi-Power Mark III. It is known in game under the name &amp;quot;SLS 60&amp;quot;, that seemingly decrypts as the '''S'''mith &amp;amp; Wesson '''L'''ady'''S'''mith Model '''60''', but [[Smith &amp;amp; Wesson Model 60|that specific gun]] has an another frame shape. It is a 5-shot revolver that's barely more than a peashooter, and is reloaded by Claire replacing spent rounds one by one. It can be upgraded with a Speed Loader, which greatly increases reload speed.&lt;br /&gt;
&lt;br /&gt;
It shares the same ammo type with Leon's VP70M and Hunk's USP9 instead of loading .38 Special. Though this is technically possible, as .38 revolvers can be modified to use 9x19mm rounds (albeit usually in moon clips), it's more likely to make logistics much less of a hassle by homogenizing standard handgun ammunition. Upgrading it with the Reinforced Frame kit allows the Bodyguard to fire &amp;quot;High-Powered Rounds&amp;quot; (.357 Magnum), which in essence turns it into a [[Smith &amp;amp; Wesson Model 649]] with custom parts. This upgrade kit consist of an extended barrel, an unfluted cylinder, and a synthetic grip; ironically enough, this means that the only thing that the &amp;quot;Reinforced Frame&amp;quot; ''doesn't'' replace is the revolver's actual frame. &lt;br /&gt;
&lt;br /&gt;
The Bodyguard deals 115 damage per shot unmodified, compared to the VP70M's 100, in order to compensate for its many initial drawbacks. When modified with the Reinforced Frame and firing High-Powered rounds, its damage is increased to 650, making a .357 Magnum revolver about as powerful as a .50AE Desert Eagle. Like Leon's VP70M, the Bodyguard is Claire's &amp;quot;canon&amp;quot; sidearm, meaning she will always have it equipped during cutscenes regardless of her current loadout, even if it's stashed away in an item box. Katherine Warren uses an upgraded &amp;quot;SLS 60&amp;quot; in the ''Ghost Survivors'' DLC.&lt;br /&gt;
[[Image:S&amp;amp;WBody3.jpg|thumb|none|350px|Smith &amp;amp; Wesson Bodyguard - .38 Special]]&lt;br /&gt;
[[Image:S&amp;amp;W bodyguard longbarrel.jpg|thumb|none|350px|Custom Smith &amp;amp; Wesson Model 649 with 3 inch [[Smith &amp;amp; Wesson Model 60|Model 60]] barrel, unfluted cylinder, and Tyler T-grip. The fully-modded &amp;quot;SLS 60&amp;quot; is very similar to this version, but uses a synthetic grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguard.jpg|thumb|none|600px|Inventory preview of the &amp;quot;SLS 60&amp;quot;. Note the part of the grip not covered by the wood panels, which seems to be an aftermarket T-Grip extension by Tyler Manufacturing.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFull.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;SLS 60&amp;quot;. The basis of this upgraded model seems to have been the [[Smith &amp;amp; Wesson Model 649]], with the fictional barrel, smooth cylinder, and new iron sights. The new frame lets it use .357 Magnum rounds, effectively turning it into a poor man's Lightning Hawk since they both deal the same damage and has identical critical modifiers.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim.jpg|thumb|none|600px|Claire takes aim at the newly-zombified gas station clerk with her &amp;quot;SLS 60&amp;quot;. Like Leon, she will always use this one-handed stance in tandem with a flashlight when aiming in a dark area.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload.jpg|thumb|none|600px|With the clerk dead, Claire reloads her revolver while seriously resisting the urge to shoplift. Without a speedloader, Claire will replace the rounds manually like Leon and her brother Chris in later games, though with less gusto.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim2.jpg|thumb|none|600px|A while later, Claire is separated from Leon en route to the RPD precinct. Here she is using the revolver's normal two-handed grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload2.jpg|thumb|none|600px|Reloading the &amp;quot;SLS 60&amp;quot; with a speedloader uses the same animation as without, only faster, and the loader itself is hidden behind Claire's hand.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullAim.jpg|thumb|none|600px|Having found the Reinforced Frame parts that somebody hid in the sewers for whatever reason, Claire decides to have a test run of her refurbished revolver.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullReload.jpg|thumb|none|600px|Reloading the tricked-out &amp;quot;SLS 60&amp;quot;. Note the option to use High-Powered rounds. The game seems to &amp;quot;store&amp;quot; loaded magazines of alternative ammo in a pocket dimension when unused, since swapping between them deducts nothing from the player's inventory.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 329PD==&lt;br /&gt;
RPD Chief Brian Irons uses a [[Smith &amp;amp; Wesson Model 329PD]] to threaten Claire in the RPD parking lot. It is identifiable as a Smith &amp;amp; Wesson revolver due to the cylinder release latch, and is quite likely the same model from ''[[Resident Evil: Revelations 2]]''. Its presence is anachronistic since the model was first reported to be made in the early 2000s.&lt;br /&gt;
&lt;br /&gt;
[[File:Sw329.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 329PD - .44 Magnum]]&lt;br /&gt;
[[File:RE2IronsRevolver 01.jpg|thumb|none|600px|Chief Irons pulls his revolver from literally nowhere and threatens Claire.]]&lt;br /&gt;
[[File:RE2IronsRevolver 02.jpg|thumb|none|600px|He fires a round into a nearby car window. Note the cocked hammer.]]&lt;br /&gt;
[[File:RE2IronsRevolver_03.jpg|thumb|none|600px|Closeup of the Model 329PD.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]], a modern version of the Single Action Army from ''Resident Evil 2'', appears as a B-scenario exclusive weapon for Claire, under the name &amp;quot;Quickdraw Army&amp;quot;. The revolver uses .45 ACP, or &amp;quot;Large-caliber Handgun Ammo&amp;quot;, like the M1911A1.&lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;M19&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
[[File:RE2RemasteredSAA.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Quickdraw Army&amp;quot;. The adjustable sights pinpoint the revolver as the Blackhawk. The trigger guard is taken from the early model Ruger Super Blackhawk.]]&lt;br /&gt;
[[File:RE2RemasteredSAAAim.jpg|thumb|none|600px|Claire standing off against an incoming zombie. She actually fans the hammer non-stop when holding the fire key, practically making it fully-automatic unless the player lets up.]]&lt;br /&gt;
[[File:RE2RemasteredSAAReload.jpg|thumb|none|600px|Having beaten her enemy to the draw, she reloads her &amp;quot;Quickdraw Army&amp;quot;, first by ejecting all the fired rounds then loading new rounds. Being a loading gate model, reloading all six chambers can be a pain to do in the heat of battle. It should be noted that the ejector rod is not used; Claire actually obstructs it by how she grips the revolver by the barrel with her off-hand while reloading, and drops the cases out seemingly by sheer force of will than anything else.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] can be found in the S.T.A.R.S. armory. Whereas it's obtainable by both Leon and Claire in the original, with the added stipulation of acquiring it during the A playthrough rendering it unavailable during the B run, the remake restricts it to the latter's campaign only. It is no longer given for free upon starting the game on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
It is known under the name &amp;quot;MQ 11&amp;quot; and uses &amp;quot;Submachine Gun Ammo&amp;quot;, or .380 ACP rounds, and has a 24-round capacity that can be upgraded to 50. It can be equipped with a suppressor that also unfolds the stock, which reduces the time it takes for the crosshair to settle and blooms less when moving. The suppressor also renders the gun virtually silent at range, meaning most enemies are not alerted to your presence unless firing right next to them. It also increases the MQ 11's inventory footprint to 2 slots, instead of 1. &lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterMAC11.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot;. Unlike in most videogames, Claire does use the canvas strap as a foregrip in-game.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Full.jpg|thumb|none|600px|Inventory preview of the fully-kitted &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Aim.jpg|thumb|none|600px|Claire facing down the fearsome Mr. X in the RPD precinct. Bringing him down onto one knee with this weak of a weapon is no small feat.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Reload.jpg|thumb|none|600px|Wasting no time at all, Claire reloads her &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullAim.jpg|thumb|none|600px|After finding the final upgrade piece in the S.T.A.R.S. office, Claire takes a moment to try out her now-tactical SMG.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullReload.jpg|thumb|none|600px|Reloading the modded &amp;quot;MQ 11&amp;quot;. Note the long mag clipping into Claire's hand.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
An [[MP5A3]] with its iron sights replaced by an optic appears in-game as the &amp;quot;LE 5&amp;quot; submachine gun. It sports a wide tropical handguard with the checkering texture of the original &amp;quot;slimline&amp;quot; one. It is the standard-issue weapon of USS operatives, as seen in use during cutscenes, and is the default weapon of Hunk in the ''The 4th Survivor'', as well as Ghost's in ''Forgotten Soldier''. A variant of it is unlockable in the main campaigns by getting an S-rank clear on Hardcore difficulty. Like the MAC-11, it uses .380 ACP &amp;quot;Submachine Gun Ammo&amp;quot;, and holds 32 rounds. The unlockable version exclusively has infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
The .380 ACP chambering and 32-round capacity are inadvisable, though not technically impossible for an MP5; while 32-round magazines and .380 ACP chambering have never been factory options for any MP5 variant, 9x19mm firearms can chamber and fire .380 ACP ammunition (though they typically fail to cycle it, due to the .380 round's lower pressure), and 30-round MP5 magazines can fit 32, though overloading them as such can cause feeding issues, and make loading them into the weapon rather difficult.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterMP5A3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;LE 5&amp;quot;, the &amp;quot;LE&amp;quot; likely stands for &amp;quot;Law Enforcement&amp;quot;, which is appropriate considering the MP5's general users. Note the hybrid tropical/slimline handguard and partially-extended stock, though its absence from the receiver rails suggests that this is actually as far out as it goes.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Aim.jpg|thumb|none|600px|Leon taking aim with the &amp;quot;LE 5&amp;quot;. Despite the mounted scope, it doesn't offer the instant snap-to-aim capability of a modified Lightning Hawk.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Reload.jpg|thumb|none|600px|Having spent his previous mag at nothing in particular, Leon clicks in another 32 rounds that he materialized from out of thin air. Unlike most depictions of MP5 variants in media, Leon and Claire settle for a gentle swipe of the charging handle instead of performing an HK slap.]]&lt;br /&gt;
[[File:RE2HUNKMP5_01.jpg|thumb|none|600px|Hunk stalks through the sewers with his MP5. Note the locked-back charging handle, Hunk slaps it into battery as the cutscene ends.]]&lt;br /&gt;
[[File:RE2HUNKMP5_2.jpg|thumb|none|600px|Note the open bolt, due to the charging handle being locked back.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
Leon can acquire a [[Remington 870]] in a pistol grip configuration early on in the game.  It is known as the W-870 in-game and is initially found with a 4-round tube magazine which can later be upgraded to 8 rounds along with an extended barrel for a tighter spread, as well as a full stock for reduced recoil.  Interestingly, it starts with black polymer furniture, but this is switched out for wood as the gun is upgraded.&lt;br /&gt;
&lt;br /&gt;
Gun shop owner Robert Kendo carries a Remington 870 in Leon's campaign as well as in his own ''No Time to Mourn'' scenario, where it curiously lacks the Long Barrel modification it had in the main story. In ''The 4th Survivor'', Hunk also starts with a fully upgraded 870.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|500px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[Image:REMINGTON 870 EXPRESS TACTICAL PISTOL GRIP.jpg|thumb|none|500px|Remington 870 Express with TacStar pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE2RemasterR870.jpg|thumb|none|600px|Inventory preview of the &amp;quot;W-870&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterR870Full.jpg|thumb|none|600px|A fully tricked-out &amp;quot;W-870&amp;quot;. Fun fact: despite the doubled capacity, the reload from empty animation remains unchanged; two shells are loaded into the magazine with Leon's every motion, meaning that it still takes 4 moves to reload everything.]]&lt;br /&gt;
[[File:RE2RemasterR870Aim.jpg|thumb|none|600px|Leon training his &amp;quot;W-870&amp;quot; on one of the local anklebiters.]]&lt;br /&gt;
[[File:RE2RemasterR870Reload.jpg|thumb|none|600px|After (hopefully) disposing of the threat, Leon puts a new shell into his shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullAim.jpg|thumb|none|600px|Later that day, Leon finds himself in one of Umbrella's absurdly-huge underground complexes with a surprisingly less tactical shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullReload.jpg|thumb|none|600px|Not that that matters, Leon racks the pump after loading in a new shell.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld M134 Minigun==&lt;br /&gt;
Claire can acquire what looks to be a modified [[M134 Minigun]] in the track control room during her escape from the Umbrella underground complex. It holds 400 rounds and cannot be resupplied. It is Claire's &amp;quot;final boss weapon&amp;quot;, like Leon's M202 FLASH. A variant with unlimited ammunition can be unlocked for use by getting a Hardcore S+ ranking on either of Claire's scenarios. As an additional trivia, the barrels will glow red after firing for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the &amp;quot;Anti-tank Rocket&amp;quot; Launcher and the Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE2RemasteredMinigun.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Minigun&amp;quot;. Note the absent power source and all-too-tiny ammo box.]]&lt;br /&gt;
[[File:RE2RemasteredMinigunAim.jpg|thumb|none|600px|Claire hoists up the &amp;quot;Minigun&amp;quot; in anticipation of an upcoming boss fight, while Sherry looks on with palpable concern. Exactly how 400 rounds of 7.62x51mm NATO can fit inside that lunchbox of an ammo can is never made clear. Not that Claire minds, though, since now she too has a big gatling cannon to contend with her brother.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
Claire can find an [[M79 grenade launcher]] in her campaign. Named &amp;quot;GM 79&amp;quot;, the grenade launcher starts with a pistol grip and fixed iron sights, which can be upgraded with a full length stock and leaf sight combo that tightens the crosshair, allowing shots to travel in a more stable trajectory. The upgrade increases the inventory size of the weapon from 1 slot to 2. Unlike the original game which had explosive rounds as a third option, this new rendition only allows Flame and Acid Rounds to be used.&lt;br /&gt;
&lt;br /&gt;
Konjac carries one alongside the Flamethrower as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RE2RemasteredM79.jpg|thumb|none|600px|Inventory preview of the &amp;quot;GM 79&amp;quot;. From the checkered pattern on the pistol grip, it seems like this was a purpose-made part for the launcher, rather than a hacked off full-length stock.]]&lt;br /&gt;
[[File:RE2RemasteredM79Full.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;GM 79&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim.jpg|thumb|none|600px|Whilst trekking through the deserted RPD precinct, Claire takes aim with her &amp;quot;GM 79&amp;quot; at a particularly gruesome sight.]]&lt;br /&gt;
[[File:RE2RemasteredM79Reload.jpg|thumb|none|600px|Her new foe dealt with, Claire slots a new grenade into her grenade launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim2.jpg|thumb|none|600px|Adding the full-length stock onto the &amp;quot;GM 79&amp;quot; also gives it a leaf sight, which combines to give the player a tighter crosshair, making it clearer as to where the grenades will land.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] is obtainable near the endgame as the &amp;quot;Anti-tank Rocket&amp;quot; launcher, during the boss fight against Mr. X. It fills the role of the [[FIM-92 Stinger]] from the original title, perhaps due to the developers wising up to the fact that the Stinger is air-craft lock-on only, and not a free-firing weapon, although the M202 FLASH isn't much better; despite it's appearance, the FLASH is designed as a shoulder-fired flamethrower, not as an anti-tank launcher. It's appearance could also be a continuity nod to it's use in Resident Evil 1 and 3. &lt;br /&gt;
&lt;br /&gt;
Visually, it is roughly identical to the real steel, though it lacks the front and rear tube covers. There is no extra ammunition for this weapon, though it does have a reload animation observable in the Model Viewer.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3RemasteredM202.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Anti-tank Rocket&amp;quot; launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM202Aim11.jpg|thumb|none|600px|Leon facing down a mutated Mr. X with the &amp;quot;Anti-tank Rocket&amp;quot; launcher. The tubes will empty one by one according to the amount of rockets fired.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] appears in the game as the &amp;quot;ATM-4&amp;quot;. It has unlimited ammunition, and can be unlocked by completing Leon's scenario A/B on Hardcore with an S+ ranking.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE2RemasteredAT4.jpg|thumb|none|600px|Inventory preview of the &amp;quot;ATM-4&amp;quot;. The description is actually wrong here: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE2RemasteredAT4Aim.jpg|thumb|none|600px|Leon aiming the &amp;quot;ATM-4&amp;quot; at a nearby wall.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Chemical Flamethrower==&lt;br /&gt;
Leon can acquire a flamethrower in a safe of sorts in the Sewers, after solving a puzzle involving the King and Queen plugs. Claire's equivalent is the Spark Shot. Claimed to be manufactured by Umbrella Corporation, the Chemical Flamethrower now boasts an original design rather than being based in the M240 Flamethrower from ''[[Aliens]]'' like in the original game. It can hold 200 units of fuel and lets out a stream of flames that can set enemies alight and deal great damage. Along with the incendiary ammo for the GM 79, it is the only weapon capable of killing ivy zombies permanently.&lt;br /&gt;
&lt;br /&gt;
It only has one upgrade, which is a Regulator that decreases fuel usage. Fuel supplies, when found, come in generous amounts (usually a full tank), but are expectedly scarce.&lt;br /&gt;
&lt;br /&gt;
Konjac is equipped with a Chemical Flamethrower and a GM 79 in The Tofu Survivor. &lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrower.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;Chemical Flamethrower&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrowerFire.jpg|thumb|none|600px|Leon firing the &amp;quot;Chemical Flamethrower&amp;quot; at nothing in particular instead of running for his life.]]&lt;br /&gt;
&lt;br /&gt;
==Spark Shot==&lt;br /&gt;
Claire can acquire the Spark Shot for use while traveling through the Sewers. It is found behind a locked door that can be opened by strategically placing the King and Queen plugs found nearby. Leon's equivalent of this is the Flamethrower. Unlike its original counterpart, which looked to be more of a jury-rigged two-prong stun gun than anything, the new Spark Shot is a professionally-made oversized taser. Fed from 7-round magazines, the Spark Shot operates like a pump-action shotgun, and is quite powerful despite being purportedly a non-lethal device made for capturing specimens. It features a new charging mode unlike the original iteration, which essentially allows it to gradually crank up the voltage when shocking a single target, though breaking line of sight or being attacked while zapping &amp;quot;breaks&amp;quot; the darts. While powerful enough to incapacitate even the fearsome Mr. X, it is not very plausible to use it against him, as by the time it's found he's no longer pursuing Claire.&lt;br /&gt;
&lt;br /&gt;
As with the Flamethrower, the Spark Shot only has one upgrade, which is the High-Voltage Condenser that increases its rate-of-fire. Ammo for the Spark Shot is very rare, and tend to be found in minimal quantities after reaching the NEST.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and &amp;quot;Anti-tank Rocket&amp;quot; Launcher as part of her kit in The Tofu Survivor.&lt;br /&gt;
[[File:RE2RemasteredSparkShot.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredSparkShotFull.jpg|thumb|none|600px|The fully-modded &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterSparkShotAim.jpg|thumb|none|600px|Claire aiming the &amp;quot;Spark Shot&amp;quot; at an aquarium. Note the High-Voltage Condenser's display monitoring energy levels.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
In the Umbrella facility, Annette Birkin uses what appears to be an [[Orion flare gun]] enlarged to 40mm caliber to fire acid rounds at the mutated William.&lt;br /&gt;
&lt;br /&gt;
[[Image:ORION 25mm.jpg|thumb|none|350px|Orion flare gun - 25mm]]&lt;br /&gt;
[[File:RE2RemasteredOrion.jpg|thumb|none|600px|Annette Birkin holds the flare gun on her mutated husband while &amp;quot;Noir&amp;quot; Leon watches.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Fragmentation Grenade==&lt;br /&gt;
The [[M26 hand grenade]] appears in the game simply as the &amp;quot;Hand Grenade&amp;quot;. It can be thrown to decimate large mobs of enemies, on top of being classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
&lt;br /&gt;
Uiro-Mochi carries nothing but ''36'' of these as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|400px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE2RemasteredM26.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Hand Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears in the game simply as the &amp;quot;Flash Grenade&amp;quot;. It can be thrown to disorient large mobs of enemies, and is especially effective against Lickers as the loud explosion temporarily disables their sense of hearing. It is also classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE2RemasteredM84.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Flash Grenade&amp;quot;. It is unknown how it produces the bright flash considering the lack of holes on the casing, and the fact that the grenade itself is not destroyed to produce the blast.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1446145</id>
		<title>Resident Evil 2 (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1446145"/>
		<updated>2021-10-02T13:31:50Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Jill's Model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 2&lt;br /&gt;
|picture=Re2remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= January 25, 2019&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 2''''' is a 2019 remake of the original 1998 ''[[Resident Evil 2]]'', in the same vein as the 2002 ''[[Resident Evil (2002)|Resident Evil]]'' remake, released on PC, PS4 and Xbox One. The remake features significantly updated graphics, new third-person gameplay, and a retold storyline.&lt;br /&gt;
&lt;br /&gt;
As in the original game, the main player characters are Leon Scott Kennedy and Claire Redfield, and each of them have two A and B scenarios (the B scenarios officially called &amp;quot;2nd Run&amp;quot;). Ada Wong and Sherry Birkin are also playable during certain sections of the two player characters' campaigns. Two minigames, &amp;quot;The 4th Survivor&amp;quot; featuring Hunk, and &amp;quot;The Tofu Survivor&amp;quot; featuring Tofu and four new unlockable animate gelatinous foods are also included, while four additional mini-scenarios featuring gunshop owner Robert Kendo, Raccoon City mayor Michael Warren's daughter Katherine, USS soldier codenamed Ghost, and Sheriff Daniel Cortini, were added for free in ''The Ghost Survivors'' free DLC.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The 2019 remake uses the same grid-based inventory system of ''[[Resident Evil 7: Biohazard]]'', and various weapons have different sizes instead of the generic inventory slots of the original. This forces the player to manage their loadouts carefully while also allowing space for ammo and various other items. &lt;br /&gt;
&lt;br /&gt;
By default, most firearms take up one block of space, though large weapons take up two. Certain mods exist for some firearms that alter their performance in some manner when equipped, though certain ones will increase a weapon's footprint in Leon or Claire's inventory. These mods, and ''only'' these, may be detached to reduce a given weapon's profile back to the standard 1x1 at the cost of their bonuses. Mod items that don't change a weapon's inventory size cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Like the previous entries, weapons in the same class share the same type of generic ammunition, while ones of different categories do not, regardless of their actual caliber in reality. Ammunition can be crafted with gunpowder found throughout the game, like in some of the previous games, with different mixes of varying grades of powder resulting in certain ammo types. Certain gunpowder types will only be available to Claire, and others to Leon, due to their loadout difference.&lt;br /&gt;
&lt;br /&gt;
Many firearms make a return from the original title, though some don't or were replaced with a rough equivalent. Any weapons unlocked through DLCs or completing bonus challenges are placed into the item box and can be retrieved at any time, be that the start of a new game or a game already in progress. Taking a page from the 2002 remake of ''Resident Evil'', the 2019 remake features &amp;quot;sub-weapons&amp;quot; that can be used either as standalone weapons or for self defense when being grabbed by enemies. Sub-weapons includes knives and grenades, the former of which can and will break if used too much.&lt;br /&gt;
&lt;br /&gt;
A new implemented change was the &amp;quot;focus aim&amp;quot; mechanic, in which a firearm's crosshair will tighten if the player keeps their aim on an enemy and don't move. This narrows the weapon's spread down to a point, while also applying a slight damage buff to the next shot. Each weapon has its own focus multiplier, and certain modifications can impact this stat. &lt;br /&gt;
&lt;br /&gt;
In addition, the player characters will utilize flashlights and adopt different stances when using firearms in dark areas. This is most evident in pistols that are often held two-handed in a Weaver stance, but utilize a tandem Harries grip when wielded with a flashlight. Despite the stance change, this is entirely cosmetic and does not affect weapon handling. When aiming two-handed weapons or reloading in the dark, the flashlight will be held between the player character's shoulder and neck instead, though it will look as if it's emitting from the muzzle of certain firearms. As an additional detail, weapons present in the inventory but not actively equipped will show up on the player character's model, with the pistols going into the side holsters while larger guns are stowed onto the back.&lt;br /&gt;
&lt;br /&gt;
Handguns in this game are animated with non-moving barrels, indicating blowback or delayed blowback operation, which is an incorrect animation style for most of the game's semi-automatic pistols, such as the Beretta M92F Custom &amp;quot;Samurai Edge&amp;quot; handguns present. This stands in contrast to games such as 2002's Resident Evil and Resident Evil 0, which featured examine animations on the handgun that correctly showed a short-recoil reciprocating barrel. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite some weapons having listed damage values below, these should be taken with a grain of salt, since the game applies an Adaptive Difficulty mechanic that dynamically adjusts weapon damage and enemy health depending on player performance.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
Like the original game, Leon starts the game with a [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] in his inventory. It is called by the series' staple name for the gun, &amp;quot;Matilda&amp;quot;. It uses Handgun Ammunition (9x19mm Parabellum rounds), and is underloaded to 12 rounds, unlike the original game. The VP70 can be upgraded with an unrealistic 24 round extended magazine, the burst fire stock and a compensator to reduce recoil. True to life, the added stock enables it to fire in 3-round bursts, though slowly enough that quick taps could still produce single shots. Understandably, this goes away if the stock is ever detached. &lt;br /&gt;
&lt;br /&gt;
The VP70M deals 100 damage per shot by default, while the Stock modification increases this to 110. It acts as Leon's &amp;quot;canon&amp;quot; sidearm, therefore he will always have it equipped during cutscenes regardless of loadout, or if it even being in his inventory, and will not have any modifications fitted. &lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterVP70M.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Matilda&amp;quot;. The in-game weapon description implies that it is Leon's personal carry gun rather than his RPD service weapon. Judging from the state of the RPD precinct when he arrived on the scene, it's likely that he wouldn't have been able to obtain his issued pistol even if he wanted.]]&lt;br /&gt;
[[File:RE2RemasterVP70MFull.jpg|thumb|none|600px|The &amp;quot;Matilda&amp;quot; fully upgraded. Collecting the components to upgrade it to this stage seems to be part of a cruel prank, as the items are scattered around seemingly random areas of the precinct, with the stock being hidden in the boot of a completely non-specific police cruiser in the parking lot.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MAim.jpg|thumb|none|600px|Leon about to cap a zombie in the library with his &amp;quot;Matilda&amp;quot;, now that keeping quiet in libraries is a foregone notion.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MReload.jpg|thumb|none|600px|After taking a few shots to neutralize his foe, he then reloads the &amp;quot;Matilda&amp;quot; with fresh ammo. It never seems to be able to achieve the correct magazine size even with upgrades, being either six shots too few, or too many.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullAim.jpg|thumb|none|600px|Later that day, Leon encounters some sewer zombies while retrieving one of several oddly chess-themed electrical plugs. Note the flashlight being used in tandem with the pistol.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullReload.jpg|thumb|none|600px|After showing his enemy what for, Leon tops his &amp;quot;Matilda&amp;quot; up with a new mag. Note that the flashlight is now on Leon's shoulder.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser HSc==&lt;br /&gt;
Ada Wong carries a [[Mauser HSc]] as her weapon of choice, known as the &amp;quot;Broom Hc&amp;quot; in-game, in place of the Browning Hi-Power Mark III she had in the original. Its power is rather anemic and has no upgrades. It holds 9 rounds of 9mm Handgun Ammo, which it never does in reality, but probably it seems to imply the .380 version, with one always chambered round.&lt;br /&gt;
&lt;br /&gt;
Sheriff Daniel Cortini is equipped with one in his ''No Way Out'' segment of the ''Ghost Survivors'' DLC. Cortini's HSc behaves the exact same way as Ada's, but has unlimited reserve ammunition.&lt;br /&gt;
[[Image:MauserHSc.jpg|thumb|none|350px|none|West Germany Mauser HSc with wooden grips - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterHScView.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Broom Hc&amp;quot;. Upon closer inspection, this seems to be the post-WWII, West Germany-made model, though the description more closely describes the second Army model manufactured during the Nazi regime instead. The design of the magazine baseplate matches with some real .380 ACP Mauser HSc magazines, though obviously not with the reference image above.]]&lt;br /&gt;
[[File:RE2RemasterHScAim.jpg|thumb|none|600px|While trekking through the sewers, Ada takes aim at a nearby zombie with her &amp;quot;Broom Hc&amp;quot;. Unlike Leon and Claire, Ada doesn't have a flashlight to use with her pistol in the dark.]]&lt;br /&gt;
[[File:RE2RemasterHScReload.jpg|thumb|none|600px|Having neutralized her enemy, Ada reloads her weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] appears in the game as the &amp;quot;JMB Hp3&amp;quot;, with &amp;quot;Hp3&amp;quot; obviously being a reference to the actual name of the gun, Hi-Power Mark III, while &amp;quot;JMB&amp;quot; likely stands for John Moses Browning. It is the standard-issue sidearm of all non-S.T.A.R.S. RPD personnel, though Leon himself does not have access to it despite him visibly using it in an early trailer. It is no longer the starting firearm of Claire and Ada, but is available as an optional weapon only during Claire's playthrough. It is found in the trunk of a police car at the Parking Garage, where the stock of the Matilda is located during Leon's story, which requires a Car Key found near the Firing Range of the police station to unlock. &lt;br /&gt;
&lt;br /&gt;
The JMB Hp3 deal 150 damage per shot. It has a 13-shot magazine in 9mm that can be upgraded with a 26-round extended magazine. Although (ironically) unable to use High-Powered ammo like the SLS 60, it sports an integrated laser sight, which removes the need for focused aiming. The color of the laser is customizable through the options menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredHiPower.jpg|thumb|none|600px|Inventory preview of the &amp;quot;JMB Hp3&amp;quot;. The laser sight comes with the gun itself when found. Note the missing external extractor on the weapon model.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerFull.jpg|thumb|none|600px|Inventory preview of the fully-modified &amp;quot;JMB Hp3&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerAim.jpg|thumb|none|600px|Claire aiming her &amp;quot;JMB Hp3&amp;quot; at a zombie in the morgue, showing off the huge laser dot.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerReload.jpg|thumb|none|600px|Claire reloads her handgun after dealing with the risen dead. Her Hi-Power has been modded with an extended mag in this shot, which explains the doubled capacity.]]&lt;br /&gt;
[[File:RE2RemasterHiPowerMarvin.jpg|thumb|none|600px|Knowing his end is close, Lt. Marvin Branagh forces Leon to leave without him at gunpoint. Note how his Hi-Power doesn't have the laser sight of Claire's model. It presumably vanishes after Marvin zombifies, as it's nowhere to be found after Leon returns to the main hall later on.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A black/stainless [[Desert Eagle Mark XIX]] with custom wood grips and a modified safety reminiscent of the Mark I Desert Eagle's &amp;quot;tear-drop&amp;quot; safety lever appears as the &amp;quot;Lightning Hawk&amp;quot;, a reimagined version of the similarly wooden-gripped original Desert Eagle from the original game. It is available exclusively to Leon, and can be obtained in the S.T.A.R.S. office after a somewhat lengthy treasure hunt.&lt;br /&gt;
&lt;br /&gt;
It can be upgraded with a &amp;quot;Long Barrel&amp;quot; (also a reimagined version of the original Desert Eagle's long barrel upgrade parts) that's actually an entire customized upper assembly, which increases damage and reduces recoil. It can also be upgraded with a red dot sight that, oddly, behaves like a laser sight. The long barrel also increases its size from 1 slot to 2.&lt;br /&gt;
&lt;br /&gt;
Hunk starts with a Desert Eagle in &amp;quot;The 4th Survivor&amp;quot;. As a deviation from the classic game, Chief Irons no longer uses it on-screen, his sidearm having been replaced by an anachronistic Smith &amp;amp; Wesson 329PD instead.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle deals 650 damage per shot and has a x1.3 critical modifier. True to the other magnum pistols of the series, it is incredibly powerful but is hampered by its rare MAG Ammo, which are .50 AE rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|500px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|500px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE2RemasterDesertEagle.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Lightning Hawk&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFull.jpg|thumb|none|600px|A fully-kitted &amp;quot;Lightning Hawk&amp;quot;. Note how the &amp;quot;Long Barrel&amp;quot; actually replaces everything from the trigger group on upwards, complete with target sights. It is not quite the Desert Eagle's real 10 inch barrel, though it does take some heavy design cues from the real deal. It also reduces recoil instead of ''increasing'' it this time around, and doesn't slow Leon down when equipped.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleHold.jpg|thumb|none|600px|Finding himself in one of Umbrella's many absurdly huge underground complexes, Leon brandishes a &amp;quot;Lightning Hawk&amp;quot;. Unfortunately both modifications were missed at the time of taking this screenshot.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleAim.jpg|thumb|none|600px|Leon aiming his &amp;quot;Lightning Hawk&amp;quot; at a particularly threatening door.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleReload.jpg|thumb|none|600px|Realizing brute force doesn't work and he'd just wasted a precious Magnum round, Leon inserts a new magazine into his hand cannon.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullHold.jpg|thumb|none|600px|Having made further progress in another playthrough, Leon readies a fully-modded &amp;quot;Lightning Hawk&amp;quot; in anticipation of an upcoming boss fight. From the looks of it, the new slide and barrel are blued instead of chromed, giving the weapon a two-tone appearance matching that of the original.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullAim.jpg|thumb|none|600px|Leon aiming his pimped-out &amp;quot;Lightning Hawk&amp;quot;, giving a clear look at the huge red dot sight.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The [[M1911A1]] from ''[[Resident Evil 7]]'' reappears as a B-scenario exclusive weapon for Leon, under the same name, &amp;quot;M19&amp;quot;. The M1911 uses &amp;quot;Large-caliber Handgun Ammo&amp;quot;, or .45 ACP rounds, which are exclusive to B-scenario exclusive weapons and ''completely'' replaces all 9mm ammo supplies (meaning that 9mm ammo can only be crafted with gunpowders). Unlike the Matilda, the M1911A1 cannot be upgraded. &lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;Quickdraw Army&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE2RemasterM1911.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M19&amp;quot;. Note how the overly bulgy trigger guard is all wrong for a M1911 variant.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim.jpg|thumb|none|600px|Leon aiming his &amp;quot;M19&amp;quot;, gangsta-style, at a zombie outside the precinct. The gangsta style aiming is a homage to the way Leon aims his VP70M pistol in the original ''Resident Evil 2'' when he is equipped with his secret alternate costumes.]]&lt;br /&gt;
[[File:RE2RemasterM1911Reload.jpg|thumb|none|600px|Having put down his aggressor, Leon reloads his &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim2.jpg|thumb|none|600px|Aiming the &amp;quot;M19&amp;quot; in the dark has the light coming from out of nowhere under the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The S.T.A.R.S (Special Tactics And Rescue Service) standard-issue &amp;quot;Samurai Edge&amp;quot; custom [[Beretta 92FS Brigadier]] makes a comeback as both preorder DLC and game clear reward: the original basic model is unlocked by getting an S-rank clear of either campaign on either difficulty, Jill's and Chris' models (based on two special limited edition Tokyo Marui ''Resident Evil'' airsoft pistols) are given for free with pre-ordered editions of the game, and Wesker's model is exclusive to pre-orders of the Deluxe edition. &lt;br /&gt;
&lt;br /&gt;
All four possess quirks that make them stand out from the standard unmodified VP70M in some way, the pre-order threes in the form of enhanced damage (Wesker's), aiming &amp;quot;focus&amp;quot; speed (Chris'), and draw time (Jill's), on top of having greater basic magazine size, while the original model has infinite ammo. The first three gradually become overshadowed once the player finds modifications for their regular guns, however.&lt;br /&gt;
&lt;br /&gt;
===Original Model===&lt;br /&gt;
The Original model Samurai Edge is unlocked by clearing either of Leon or Claire's scenarios on Standard or Hardcore difficulty with an S rank, and has unlimited reserve ammunition. It can be claimed from an item box after being unlocked, though using it will not allow the player to achieve an S+ ranking on Hardcore. It has a firepower value of 90, which is lower than either of Leon's or Claire's starting pistols.&lt;br /&gt;
&lt;br /&gt;
Robert Kendo is equipped with an Original model Samurai Edge as part of his loadout in ''No Time To Mourn''. His behaves the same way as the unlockable version, but doesn't run on unlimited reserve ammunition.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOG.jpg|thumb|none|600px|Inventory preview of the original Samurai Edge. Whatever &amp;quot;Kendo Custom, Phase 2&amp;quot; is, it certainly does wonders by giving the pistol unlimited brass to plink. The STARS medallion is absent on this model, likely due to it being an unfinalized test model.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGAim.jpg|thumb|none|600px|Leon taking aim with the original 'Edge. Note the uncocked hammer, the animation for the two-handed grip of all handgun models (except for the Desert Eagle, which is glitched in reverse) seem to be glitched, operating in DAO despite having the hammer magically cock itself during reloads and then dropping back down. However, whenever it is used with a Harries stance, the hammer is cocked.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGReload.jpg|thumb|none|600px|Reloading the original model.]]&lt;br /&gt;
&lt;br /&gt;
===Wesker's Model===&lt;br /&gt;
Wesker's model, a modified [[Beretta 92FS Brigadier#Beretta 92FS Brigadier Inox|Beretta 92FS Brigadier Inox]], was originally exclusive to Digital Deluxe pre-orders of the game, though is now sold separately or as part of the Extra DLC bundle on available marketplaces. &lt;br /&gt;
&lt;br /&gt;
It boasts increased damage compared to other pistols, clocking in at 110 per shot compared to the vanilla VP70M's 100, and is only weaker than the Lightning Hawk or a SLS 60.&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWesker.jpg|thumb|none|600px|Inventory preview of Wesker's Samurai Edge. Being the odd-one-out, Wesker's is even further customized. Apparently replacing the frame with a brick of anodized aluminum increases a Beretta's stopping power.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerAim.jpg|thumb|none|600px|Leon taking aim with Wesker's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerReload.jpg|thumb|none|600px|Reloading Wesker's model. Note how the magazine is stainless too, though the heel of the base seems to be blued.]]&lt;br /&gt;
&lt;br /&gt;
===Chris' Model===&lt;br /&gt;
Chris' Samurai Edge, along with Jill's, is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster focus time compared to other pistols without laser sights, which makes it easier and faster to land completely accurate powerful shots while aiming, a homage to the fact that Chris is suppose to be STARS' best sharpshooter.&lt;br /&gt;
&lt;br /&gt;
Chris' Samurai Edge deals 90 damage per shot, making it slightly better than the Original model due to the aiming enhancement, but is completely unremarkable otherwise.&lt;br /&gt;
[[File:Samurai Edge Chris.jpg|thumb|none|350px|&amp;quot;Samurai Edge ''Kai'' M92F/S.T.A.R.S. Custom Chris Redfield Model&amp;quot; airsoft pistol.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChris.jpg|thumb|none|600px|Inventory preview of Chris' Samurai Edge, a gun that he himself is never actually seen using. Fun fact: Chris had lost his own Samurai Edge during the Mansion incident, and used Jill's throughout the first game instead. Chris' Samurai Edge is also known to have had a lightened slide (which is strange considering the purpose of the heavy Brigadier slide) and a trigger job. Even in the ''Extreme Battle'' mode of ''2'', which doesn't return with the remake, Chris' sidearm is an unmodified 92FS Inox, not a Samurai Edge (although this was before the concept of STARS members having a custom-made sidearm existed. Before RE3, all STARS members were armed with standard Beretta 92FS' for sidearms.)]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisAim.jpg|thumb|none|600px|Leon taking aim with Chris' Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisReload.jpg|thumb|none|600px|Reloading Chris' model.]]&lt;br /&gt;
&lt;br /&gt;
===Jill's Model===&lt;br /&gt;
Jill's Samurai Edge, along with Chris', is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster draw time compared to other pistols.&lt;br /&gt;
&lt;br /&gt;
Jill's Samurai Edge is the weakest of the four, clocking in at a concerning 80 per shot.&lt;br /&gt;
[[File:Samurai Edge Jill.jpg|thumb|none|350px|&amp;quot;Samurai Edge A1 Jill Valentine Model&amp;quot; airsoft pistol.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJill.jpg|thumb|none|600px|Inventory preview of Jill's Samurai Edge. This model uses a M9A1 frame (an anachronistic modification since M9A1s were only issued by 2006), which is strange as during 1998, Jill's variant was largely default with the only modifications being a shortened slide stop and different aesthetics. To add to the confusion, Jill ''did'' request for her Samurai Edge to be further modified by the BSAA, and that came in the form of Beretta M9A1 parts. However, as of REmake 3, she lost her handgun during her scuffle with the Nemesis in her apartment (and effectively lost after the city was nuked), meaning that in the remade timeline: this handgun isn't suppose to exist.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillAim.jpg|thumb|none|600px|Leon taking aim with Jill's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillReload.jpg|thumb|none|600px|Reloading Jill's model.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
USS Operative Hunk uses a two tone [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]] in &amp;quot;The 4th Survivor&amp;quot;, named &amp;quot;MUP&amp;quot; in-game. It has a 16-round capacity, and uses 9mm rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredUSP9.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MUP&amp;quot;. It's highly unlikely to be a USP40 or 45, since while most pistols obtainable use generic 9mm ammunition, there '''''is''''' .45 ACP in this game, which it's not compatible with. Despite this, 16-round magazines are specific to the .40 S&amp;amp;W Match/Expert models and nothing else, though it could have been reasonably based on a USP9 with one round in the chamber.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Aim.jpg|thumb|none|600px|En route to his extraction point, Hunk takes aim at three zombies standing in his way.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Reload.jpg|thumb|none|600px|Hunk reloading his &amp;quot;MUP&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
Replacing his Browning HP, William Birkin had a [[Glock 19]] handgun tucked in his waist as he attempted to escape the Nest lab with the virus samples, but was cornered by USS Commandos under Hunk. He attempted to use it against his would-be captors, but was gunned down by another commando named Martinez.&lt;br /&gt;
&lt;br /&gt;
Annette Birkin would later pick up this handgun and use it during her appearances in several cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|350px|3rd Generation Glock 19 - 9x19mm]]&lt;br /&gt;
[[File:RE2RWBG19.jpg|thumb|none|600px|Refusing to hand over his life's work and a final act of defiance, William Birkin draws out his Glock 19. Predictably, he isn't able to get a shot out before going down with 4 highly-trained mercenaries keeping their guns aimed at him.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlockCloseUp.jpeg|thumb|none|600px|Annette aims her Glock 19. Here &amp;quot;19 Austria 9x19&amp;quot; can be seen, as well as its unusually rounded and smooth frame.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock.jpg|thumb|none|600px|Annette holds the Glock 19 after shooting Ada Wong in the central NEST chamber.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock2.jpg|thumb|none|600px|She then falls to the ground, dead, giving us a clear look of the flat slide top with no fake vents in sight.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Bodyguard==&lt;br /&gt;
Claire starts her campaign with the [[Smith &amp;amp; Wesson Bodyguard]] revolver instead of a Browning Hi-Power Mark III. It is known in game under the name &amp;quot;SLS 60&amp;quot;, that seemingly decrypts as the '''S'''mith &amp;amp; Wesson '''L'''ady'''S'''mith Model '''60''', but [[Smith &amp;amp; Wesson Model 60|that specific gun]] has an another frame shape. It is a 5-shot revolver that's barely more than a peashooter, and is reloaded by Claire replacing spent rounds one by one. It can be upgraded with a Speed Loader, which greatly increases reload speed.&lt;br /&gt;
&lt;br /&gt;
It shares the same ammo type with Leon's VP70M and Hunk's USP9 instead of loading .38 Special. Though this is technically possible, as .38 revolvers can be modified to use 9x19mm rounds (albeit usually in moon clips), it's more likely to make logistics much less of a hassle by homogenizing standard handgun ammunition. Upgrading it with the Reinforced Frame kit allows the Bodyguard to fire &amp;quot;High-Powered Rounds&amp;quot; (.357 Magnum), which in essence turns it into a [[Smith &amp;amp; Wesson Model 649]] with custom parts. This upgrade kit consist of an extended barrel, an unfluted cylinder, and a synthetic grip; ironically enough, this means that the only thing that the &amp;quot;Reinforced Frame&amp;quot; ''doesn't'' replace is the revolver's actual frame. &lt;br /&gt;
&lt;br /&gt;
The Bodyguard deals 115 damage per shot unmodified, compared to the VP70M's 100, in order to compensate for its many initial drawbacks. When modified with the Reinforced Frame and firing High-Powered rounds, its damage is increased to 650, making a .357 Magnum revolver about as powerful as a .50AE Desert Eagle. Like Leon's VP70M, the Bodyguard is Claire's &amp;quot;canon&amp;quot; sidearm, meaning she will always have it equipped during cutscenes regardless of her current loadout, even if it's stashed away in an item box. Katherine Warren uses an upgraded &amp;quot;SLS 60&amp;quot; in the ''Ghost Survivors'' DLC.&lt;br /&gt;
[[Image:S&amp;amp;WBody3.jpg|thumb|none|350px|Smith &amp;amp; Wesson Bodyguard - .38 Special]]&lt;br /&gt;
[[Image:S&amp;amp;W bodyguard longbarrel.jpg|thumb|none|350px|Custom Smith &amp;amp; Wesson Model 649 with 3 inch [[Smith &amp;amp; Wesson Model 60|Model 60]] barrel, unfluted cylinder, and Tyler T-grip. The fully-modded &amp;quot;SLS 60&amp;quot; is very similar to this version, but uses a synthetic grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguard.jpg|thumb|none|600px|Inventory preview of the &amp;quot;SLS 60&amp;quot;. Note the part of the grip not covered by the wood panels, which seems to be an aftermarket T-Grip extension by Tyler Manufacturing.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFull.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;SLS 60&amp;quot;. The basis of this upgraded model seems to have been the [[Smith &amp;amp; Wesson Model 649]], with the fictional barrel, smooth cylinder, and new iron sights. The new frame lets it use .357 Magnum rounds, effectively turning it into a poor man's Lightning Hawk since they both deal the same damage and has identical critical modifiers.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim.jpg|thumb|none|600px|Claire takes aim at the newly-zombified gas station clerk with her &amp;quot;SLS 60&amp;quot;. Like Leon, she will always use this one-handed stance in tandem with a flashlight when aiming in a dark area.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload.jpg|thumb|none|600px|With the clerk dead, Claire reloads her revolver while seriously resisting the urge to shoplift. Without a speedloader, Claire will replace the rounds manually like Leon and her brother Chris in later games, though with less gusto.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim2.jpg|thumb|none|600px|A while later, Claire is separated from Leon en route to the RPD precinct. Here she is using the revolver's normal two-handed grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload2.jpg|thumb|none|600px|Reloading the &amp;quot;SLS 60&amp;quot; with a speedloader uses the same animation as without, only faster, and the loader itself is hidden behind Claire's hand.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullAim.jpg|thumb|none|600px|Having found the Reinforced Frame parts that somebody hid in the sewers for whatever reason, Claire decides to have a test run of her refurbished revolver.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullReload.jpg|thumb|none|600px|Reloading the tricked-out &amp;quot;SLS 60&amp;quot;. Note the option to use High-Powered rounds. The game seems to &amp;quot;store&amp;quot; loaded magazines of alternative ammo in a pocket dimension when unused, since swapping between them deducts nothing from the player's inventory.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 329PD==&lt;br /&gt;
RPD Chief Brian Irons uses a [[Smith &amp;amp; Wesson Model 329PD]] to threaten Claire in the RPD parking lot. It is identifiable as a Smith &amp;amp; Wesson revolver due to the cylinder release latch, and is quite likely the same model from ''[[Resident Evil: Revelations 2]]''. Its presence is anachronistic since the model was first reported to be made in the early 2000s.&lt;br /&gt;
&lt;br /&gt;
[[File:Sw329.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 329PD - .44 Magnum]]&lt;br /&gt;
[[File:RE2IronsRevolver 01.jpg|thumb|none|600px|Chief Irons pulls his revolver from literally nowhere and threatens Claire.]]&lt;br /&gt;
[[File:RE2IronsRevolver 02.jpg|thumb|none|600px|He fires a round into a nearby car window. Note the cocked hammer.]]&lt;br /&gt;
[[File:RE2IronsRevolver_03.jpg|thumb|none|600px|Closeup of the Model 329PD.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]], a modern version of the Single Action Army from ''Resident Evil 2'', appears as a B-scenario exclusive weapon for Claire, under the name &amp;quot;Quickdraw Army&amp;quot;. The revolver uses .45 ACP, or &amp;quot;Large-caliber Handgun Ammo&amp;quot;, like the M1911A1.&lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;M19&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
[[File:RE2RemasteredSAA.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Quickdraw Army&amp;quot;. The adjustable sights pinpoint the revolver as the Blackhawk. The trigger guard is taken from the early model Ruger Super Blackhawk.]]&lt;br /&gt;
[[File:RE2RemasteredSAAAim.jpg|thumb|none|600px|Claire standing off against an incoming zombie. She actually fans the hammer non-stop when holding the fire key, practically making it fully-automatic unless the player lets up.]]&lt;br /&gt;
[[File:RE2RemasteredSAAReload.jpg|thumb|none|600px|Having beaten her enemy to the draw, she reloads her &amp;quot;Quickdraw Army&amp;quot;, first by ejecting all the fired rounds then loading new rounds. Being a loading gate model, reloading all six chambers can be a pain to do in the heat of battle. It should be noted that the ejector rod is not used; Claire actually obstructs it by how she grips the revolver by the barrel with her off-hand while reloading, and drops the cases out seemingly by sheer force of will than anything else.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] can be found in the S.T.A.R.S. armory. Whereas it's obtainable by both Leon and Claire in the original, with the added stipulation of acquiring it during the A playthrough rendering it unavailable during the B run, the remake restricts it to the latter's campaign only. It is no longer given for free upon starting the game on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
It is known under the name &amp;quot;MQ 11&amp;quot; and uses &amp;quot;Submachine Gun Ammo&amp;quot;, or .380 ACP rounds, and has a 24-round capacity that can be upgraded to 50. It can be equipped with a suppressor that also unfolds the stock, which reduces the time it takes for the crosshair to settle and blooms less when moving. The suppressor also renders the gun virtually silent at range, meaning most enemies are not alerted to your presence unless firing right next to them. It also increases the MQ 11's inventory footprint to 2 slots, instead of 1. &lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterMAC11.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot;. Unlike in most videogames, Claire does use the canvas strap as a foregrip in-game.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Full.jpg|thumb|none|600px|Inventory preview of the fully-kitted &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Aim.jpg|thumb|none|600px|Claire facing down the fearsome Mr. X in the RPD precinct. Bringing him down onto one knee with this weak of a weapon is no small feat.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Reload.jpg|thumb|none|600px|Wasting no time at all, Claire reloads her &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullAim.jpg|thumb|none|600px|After finding the final upgrade piece in the S.T.A.R.S. office, Claire takes a moment to try out her now-tactical SMG.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullReload.jpg|thumb|none|600px|Reloading the modded &amp;quot;MQ 11&amp;quot;. Note the long mag clipping into Claire's hand.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
An [[MP5A3]] with its iron sights replaced by an optic appears in-game as the &amp;quot;LE 5&amp;quot; submachine gun. It sports a wide tropical handguard with the checkering texture of the original &amp;quot;slimline&amp;quot; one. It is the standard-issue weapon of USS operatives, as seen in use during cutscenes, and is the default weapon of Hunk in the ''The 4th Survivor'', as well as Ghost's in ''Forgotten Soldier''. A variant of it is unlockable in the main campaigns by getting an S-rank clear on Hardcore difficulty. Like the MAC-11, it uses .380 ACP &amp;quot;Submachine Gun Ammo&amp;quot;, and holds 32 rounds. The unlockable version exclusively has infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
The .380 ACP chambering and 32-round capacity are inadvisable, though not technically impossible for an MP5; while 32-round magazines and .380 ACP chambering have never been factory options for any MP5 variant, 9x19mm firearms can chamber and fire .380 ACP ammunition (though they typically fail to cycle it, due to the .380 round's lower pressure), and 30-round MP5 magazines can fit 32, though overloading them as such can cause feeding issues, and make loading them into the weapon rather difficult.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterMP5A3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;LE 5&amp;quot;, the &amp;quot;LE&amp;quot; likely stands for &amp;quot;Law Enforcement&amp;quot;, which is appropriate considering the MP5's general users. Note the hybrid tropical/slimline handguard and partially-extended stock, though its absence from the receiver rails suggests that this is actually as far out as it goes.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Aim.jpg|thumb|none|600px|Leon taking aim with the &amp;quot;LE 5&amp;quot;. Despite the mounted scope, it doesn't offer the instant snap-to-aim capability of a modified Lightning Hawk.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Reload.jpg|thumb|none|600px|Having spent his previous mag at nothing in particular, Leon clicks in another 32 rounds that he materialized from out of thin air. Unlike most depictions of MP5 variants in media, Leon and Claire settle for a gentle swipe of the charging handle instead of performing an HK slap.]]&lt;br /&gt;
[[File:RE2HUNKMP5_01.jpg|thumb|none|600px|Hunk stalks through the sewers with his MP5. Note the locked-back charging handle, Hunk slaps it into battery as the cutscene ends.]]&lt;br /&gt;
[[File:RE2HUNKMP5_2.jpg|thumb|none|600px|Note the open bolt, due to the charging handle being locked back.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
Leon can acquire a [[Remington 870]] in a pistol grip configuration early on in the game.  It is known as the W-870 in-game and is initially found with a 4-round tube magazine which can later be upgraded to 8 rounds along with an extended barrel for a tighter spread, as well as a full stock for reduced recoil.  Interestingly, it starts with black polymer furniture, but this is switched out for wood as the gun is upgraded.&lt;br /&gt;
&lt;br /&gt;
Gun shop owner Robert Kendo carries a Remington 870 in Leon's campaign as well as in his own ''No Time to Mourn'' scenario, where it curiously lacks the Long Barrel modification it had in the main story. In ''The 4th Survivor'', Hunk also starts with a fully upgraded 870.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|500px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[Image:REMINGTON 870 EXPRESS TACTICAL PISTOL GRIP.jpg|thumb|none|500px|Remington 870 Express with TacStar pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE2RemasterR870.jpg|thumb|none|600px|Inventory preview of the &amp;quot;W-870&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterR870Full.jpg|thumb|none|600px|A fully tricked-out &amp;quot;W-870&amp;quot;. Fun fact: despite the doubled capacity, the reload from empty animation remains unchanged; two shells are loaded into the magazine with Leon's every motion, meaning that it still takes 4 moves to reload everything.]]&lt;br /&gt;
[[File:RE2RemasterR870Aim.jpg|thumb|none|600px|Leon training his &amp;quot;W-870&amp;quot; on one of the local anklebiters.]]&lt;br /&gt;
[[File:RE2RemasterR870Reload.jpg|thumb|none|600px|After (hopefully) disposing of the threat, Leon puts a new shell into his shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullAim.jpg|thumb|none|600px|Later that day, Leon finds himself in one of Umbrella's absurdly-huge underground complexes with a surprisingly less tactical shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullReload.jpg|thumb|none|600px|Not that that matters, Leon racks the pump after loading in a new shell.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld M134 Minigun==&lt;br /&gt;
Claire can acquire what looks to be a modified [[M134 Minigun]] in the track control room during her escape from the Umbrella underground complex. It holds 400 rounds and cannot be resupplied. It is Claire's &amp;quot;final boss weapon&amp;quot;, like Leon's M202 FLASH. A variant with unlimited ammunition can be unlocked for use by getting a Hardcore S+ ranking on either of Claire's scenarios. As an additional trivia, the barrels will glow red after firing for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the &amp;quot;Anti-tank Rocket&amp;quot; Launcher and the Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE2RemasteredMinigun.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Minigun&amp;quot;. Note the absent power source and all-too-tiny ammo box.]]&lt;br /&gt;
[[File:RE2RemasteredMinigunAim.jpg|thumb|none|600px|Claire hoists up the &amp;quot;Minigun&amp;quot; in anticipation of an upcoming boss fight, while Sherry looks on with palpable concern. Exactly how 400 rounds of 7.62x51mm NATO can fit inside that lunchbox of an ammo can is never made clear. Not that Claire minds, though, since now she too has a big gatling cannon to contend with her brother.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
Claire can find an [[M79 grenade launcher]] in her campaign. Named &amp;quot;GM 79&amp;quot;, the grenade launcher starts with a pistol grip and fixed iron sights, which can be upgraded with a full length stock and leaf sight combo that tightens the crosshair, allowing shots to travel in a more stable trajectory. The upgrade increases the inventory size of the weapon from 1 slot to 2. Unlike the original game which had explosive rounds as a third option, this new rendition only allows Flame and Acid Rounds to be used.&lt;br /&gt;
&lt;br /&gt;
Konjac carries one alongside the Flamethrower as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RE2RemasteredM79.jpg|thumb|none|600px|Inventory preview of the &amp;quot;GM 79&amp;quot;. From the checkered pattern on the pistol grip, it seems like this was a purpose-made part for the launcher, rather than a hacked off full-length stock.]]&lt;br /&gt;
[[File:RE2RemasteredM79Full.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;GM 79&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim.jpg|thumb|none|600px|Whilst trekking through the deserted RPD precinct, Claire takes aim with her &amp;quot;GM 79&amp;quot; at a particularly gruesome sight.]]&lt;br /&gt;
[[File:RE2RemasteredM79Reload.jpg|thumb|none|600px|Her new foe dealt with, Claire slots a new grenade into her grenade launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim2.jpg|thumb|none|600px|Adding the full-length stock onto the &amp;quot;GM 79&amp;quot; also gives it a leaf sight, which combines to give the player a tighter crosshair, making it clearer as to where the grenades will land.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] is obtainable near the endgame as the &amp;quot;Anti-tank Rocket&amp;quot; launcher, during the boss fight against Mr. X. It fills the role of the [[FIM-92 Stinger]] from the original title, perhaps due to the developers wising up to the fact that the Stinger is air-craft lock-on only, and not a free-firing weapon, although the M202 FLASH isn't much better; despite it's appearance, the FLASH is designed as a shoulder-fired flamethrower, not as an anti-tank launcher. It's appearance could also be a continuity nod to it's use in Resident Evil 1 and 3. &lt;br /&gt;
&lt;br /&gt;
Visually, it is roughly identical to the real steel, though it lacks the front and rear tube covers. There is no extra ammunition for this weapon, though it does have a reload animation observable in the Model Viewer.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3RemasteredM202.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Anti-tank Rocket&amp;quot; launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM202Aim11.jpg|thumb|none|600px|Leon facing down a mutated Mr. X with the &amp;quot;Anti-tank Rocket&amp;quot; launcher. The tubes will empty one by one according to the amount of rockets fired.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] appears in the game as the &amp;quot;ATM-4&amp;quot;. It has unlimited ammunition, and can be unlocked by completing Leon's scenario A/B on Hardcore with an S+ ranking.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE2RemasteredAT4.jpg|thumb|none|600px|Inventory preview of the &amp;quot;ATM-4&amp;quot;. The description is actually wrong here: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE2RemasteredAT4Aim.jpg|thumb|none|600px|Leon aiming the &amp;quot;ATM-4&amp;quot; at a nearby wall.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Chemical Flamethrower==&lt;br /&gt;
Leon can acquire a flamethrower in a safe of sorts in the Sewers, after solving a puzzle involving the King and Queen plugs. Claire's equivalent is the Spark Shot. Claimed to be manufactured by Umbrella Corporation, the Chemical Flamethrower now boasts an original design rather than being based in the M240 Flamethrower from ''[[Aliens]]'' like in the original game. It can hold 200 units of fuel and lets out a stream of flames that can set enemies alight and deal great damage. Along with the incendiary ammo for the GM 79, it is the only weapon capable of killing ivy zombies permanently.&lt;br /&gt;
&lt;br /&gt;
It only has one upgrade, which is a Regulator that decreases fuel usage. Fuel supplies, when found, come in generous amounts (usually a full tank), but are expectedly scarce.&lt;br /&gt;
&lt;br /&gt;
Konjac is equipped with a Chemical Flamethrower and a GM 79 in The Tofu Survivor. &lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrower.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;Chemical Flamethrower&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrowerFire.jpg|thumb|none|600px|Leon firing the &amp;quot;Chemical Flamethrower&amp;quot; at nothing in particular instead of running for his life.]]&lt;br /&gt;
&lt;br /&gt;
==Spark Shot==&lt;br /&gt;
Claire can acquire the Spark Shot for use while traveling through the Sewers. It is found behind a locked door that can be opened by strategically placing the King and Queen plugs found nearby. Leon's equivalent of this is the Flamethrower. Unlike its original counterpart, which looked to be more of a jury-rigged two-prong stun gun than anything, the new Spark Shot is a professionally-made oversized taser. Fed from 7-round magazines, the Spark Shot operates like a pump-action shotgun, and is quite powerful despite being purportedly a non-lethal device made for capturing specimens. It features a new charging mode unlike the original iteration, which essentially allows it to gradually crank up the voltage when shocking a single target, though breaking line of sight or being attacked while zapping &amp;quot;breaks&amp;quot; the darts. While powerful enough to incapacitate even the fearsome Mr. X, it is not very plausible to use it against him, as by the time it's found he's no longer pursuing Claire.&lt;br /&gt;
&lt;br /&gt;
As with the Flamethrower, the Spark Shot only has one upgrade, which is the High-Voltage Condenser that increases its rate-of-fire. Ammo for the Spark Shot is very rare, and tend to be found in minimal quantities after reaching the NEST.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and &amp;quot;Anti-tank Rocket&amp;quot; Launcher as part of her kit in The Tofu Survivor.&lt;br /&gt;
[[File:RE2RemasteredSparkShot.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredSparkShotFull.jpg|thumb|none|600px|The fully-modded &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterSparkShotAim.jpg|thumb|none|600px|Claire aiming the &amp;quot;Spark Shot&amp;quot; at an aquarium. Note the High-Voltage Condenser's display monitoring energy levels.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
In the Umbrella facility, Annette Birkin uses what appears to be an [[Orion flare gun]] enlarged to 40mm caliber to fire acid rounds at the mutated William.&lt;br /&gt;
&lt;br /&gt;
[[Image:ORION 25mm.jpg|thumb|none|350px|Orion flare gun - 25mm]]&lt;br /&gt;
[[File:RE2RemasteredOrion.jpg|thumb|none|600px|Annette Birkin holds the flare gun on her mutated husband while &amp;quot;Noir&amp;quot; Leon watches.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Fragmentation Grenade==&lt;br /&gt;
The [[M26 hand grenade]] appears in the game simply as the &amp;quot;Hand Grenade&amp;quot;. It can be thrown to decimate large mobs of enemies, on top of being classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
&lt;br /&gt;
Uiro-Mochi carries nothing but ''36'' of these as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|400px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE2RemasteredM26.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Hand Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears in the game simply as the &amp;quot;Flash Grenade&amp;quot;. It can be thrown to disorient large mobs of enemies, and is especially effective against Lickers as the loud explosion temporarily disables their sense of hearing. It is also classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE2RemasteredM84.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Flash Grenade&amp;quot;. It is unknown how it produces the bright flash considering the lack of holes on the casing, and the fact that the grenade itself is not destroyed to produce the blast.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3:_Nemesis&amp;diff=1445886</id>
		<title>Resident Evil 3: Nemesis</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3:_Nemesis&amp;diff=1445886"/>
		<updated>2021-10-01T02:39:09Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* FIM-92 Stinger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE3.jpg|thumb|right|300px|''Resident Evil 3: Nemesis'' (1999)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 3: Nemesis''''' is the third entry in the survival horror video game series ''[[Resident Evil]]'', and the sequel to ''[[Resident Evil 2]]''. The game was released for the PlayStation in 1999, and was also ported to Windows, Dreamcast, and GameCube. Set just 24 hours prior to the events of ''Resident Evil 2'', the story follows STARS member Jill Valentine as she tries to survive and escape from Raccoon City in the midst of its zombie outbreak. The titular main villain of the game is the Nemesis-T Type, a powerful and intelligent monster derived from the T-103 Tyrant from the first game, sent by the Umbrella Corporation to hunt down any remaining STARS team members in the city before they can escape and potentially further expose Umbrella's involvement with the outbreak.&lt;br /&gt;
&lt;br /&gt;
Other major characters of ''Resident Evil 3'' include soldiers from the Umbrella Biohazard Countermeasure Service, a private army working under Umbrella, made up of mercenaries contracted from around the world. Originally sent to assist the RPD and evacuate civilians, most of the UBCS team sent into the city were obliterated. Notable surviving members include: Carlos Olivera, Nicholai Ginovaef (whose name is a mistranslated form of Nikolai Zinoviev), and Mikhail Victor, aswell as some other minor survivors, most of which do not last too long.&lt;br /&gt;
&lt;br /&gt;
[[Resident Evil 3 (2020 VG)|A remake]] of ''Resident Evil 3'', in the same vein as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], was released in 2020. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
Jill's main weapon is a custom [[Beretta 92FS Brigadier]] made especially for S.T.A.R.S. members, which she has retained even after her resignation from the RPD. The gun features custom grips with the S.T.A.R.S. emblem, a marked slide, a stainless steel barrel, and some other minor modifications. The game refers to the gun as the &amp;quot;M92F Custom&amp;quot;. This is the first time the Samurai Edge was introduced into the franchise and it would later become an icon associated with STARS, ''Resident Evil'' in general, and throughout video game culture. &lt;br /&gt;
&lt;br /&gt;
The in-game document &amp;quot;Fax From Kendo Gun Shop&amp;quot;, found on the fax machine in the S.T.A.R.S. office in the Raccoon Police Station, provides background information on the weapon. Designed by Joe Kendo, brother of Kendo Gun Shop owner Robert Kendo (a character in ''[[Resident Evil 2]]''), these custom Berettas are known as the &amp;quot;M92F S.T.A.R.S. Special&amp;quot;, with the nickname &amp;quot;Samurai Edge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Apart from standard 9x19mm rounds, the gun can also fire enhanced handgun rounds that do more damage and will always stagger enemies on hit (which is particularly useful for tough, fast-moving enemies like the Nemesis and Hunters), although at the cost of rate of fire as the greater recoil causes Jill to fire the weapon slower.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Jill Valentine's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from ''[[Resident Evil 3: Nemesis]]''.]] &lt;br /&gt;
[[Image:RE3 Samurai Edge.jpg|thumb|none|300px|92FS, Samurai Edge Kendo Custom as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== STI Edge  ==&lt;br /&gt;
The [[STI Edge]] is exclusive to Hard mode and is called the &amp;quot;STI Eagle 6.0&amp;quot;. It can be obtained by disabling the Nemesis twice, where he'll drop two separate sets of parts to complete the handgun. The weapon uses 9x19mm rounds, has purple checkered grips, and a pistol scope affixed using a frame-mounted rail, with the gun being mentioned as being specifically modified for competition shooting.&lt;br /&gt;
&lt;br /&gt;
Carlos Olivera also starts with the gun as his sidearm in the Mercenaries minigame. The weapon fires and reloads twice as fast as the standard handgun and the scope allows the weapon to randomly inflict critical damage, which will either instantly kill zombified humans and dogs (by decapitating them), or deal increased damage against tougher enemies. However, it cannot use enhanced ammunition.&lt;br /&gt;
&lt;br /&gt;
Interestingly, STI ''did'' release a model named Eagle in 2012, although with a 5 inch barrel instead of the game's 6 inch.&lt;br /&gt;
&lt;br /&gt;
[[Image:Stiedgestockimage1.jpg|thumb|none|350px|STI Edge - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:RE3 STI Eagle 6.0.jpg‎|thumb|none|400px|STI Edge as seen in RE3. Note the purple grip and pistol scope.]]&lt;br /&gt;
&lt;br /&gt;
== SIG Pro SP 2009 ==&lt;br /&gt;
The [[SIG Pro SP 2009]] is used by Nicholai Ginovaef in both the main and Mercenaries mini-game, by Carlos in his segment of the main game, and also used by UBCS Supervisor Tyrell Patrick in the hospital after mistaking Carlos for an enemy, implying its status as the UBCS' standard sidearm. It is called the &amp;quot;Merc's Handgun&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
It is functionally identical to Jill's 92FS Samurai Edge pistol with a slightly different firing sound, and can use both standard and enhanced handgun ammo (atleast in Nicholai's case in the minigame). Brad Vickers, the S.T.A.R.S team's pilot, is also curiously armed with an SP 2009 instead of a Samurai Edge when he is encountered in the bar, as referenced by the dull-grey finish of his sidearm instead of the two-tone black and white finish of the custom handgun.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic as the SIG Pro series was introduced in 1999, while the game takes place in September 1998; a more appropriate choice would have been the [[SIG-Sauer P226]]. The gun was however, designed in 1998 and it wouldn't be too far-fetched for Umbrella to make a deal with arms manufacturers to gain access to their to-be-released lineup in advance.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gsg9-1.jpg|thumb|none|350px|SIG Pro SP 2009 - 9x19mm]]‎‎&lt;br /&gt;
[[Image:RE3 SIG Pro SP 2009.jpg|thumb|none|350px|The SIG Pro SP 2009 as seen in RE3.]]&lt;br /&gt;
[[File:RE3-Tyrell-SIGPro2009.jpg|thumb|none|600px|Tyrell aims his SIG Pro at Carlos in the hospital.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 629 Classic ==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Classic]] can be found either in the S.T.A.R.S. Office weapons locker or the locker in the Power Station. The in-game description says the weapon is fitted with weights to reduce recoil, yet the weapon has a heavy recoil anyway. This is Mikhail's primary sidearm in the Mercenaries bonus game.&lt;br /&gt;
&lt;br /&gt;
As the magnum-type handgun in the game, its the most powerful non-explosive weapon available, capable of killing non-boss enemies with a single direct hit and is also capable of dismemberment. Ammunition for it, however, is exceedingly limited (there are only two ammo pickups in the entire game, one from the corpse of a dead mercenary in the park and the last one is at the final phase of the dead factory) and hard to make (it requires a C+C+C gunpowder mixture). While its slightly weaker than the grenade launcher using flame or freeze rounds, the magnum has the benefit of being a powerful hitscan weapon, which makes it very difficult for the Nemesis to dodge frontal shots.&lt;br /&gt;
&lt;br /&gt;
[[Image:SW629BD2.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 Classic with wood grips - .44 Magnum]]&lt;br /&gt;
[[Image:RE3 S&amp;amp;W Model 629 C.jpg|thumb|none|400px|S&amp;amp;W 629 Classic as seen in RE3.]]&lt;br /&gt;
[[Image:STARS2.jpg|thumb|none|500px|''You want STARS? I'll give you STARS!''&amp;lt;br&amp;gt;The 629 in all of its pixelated glory.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power ==&lt;br /&gt;
The [[Browning Hi-Power]] is still depicted as the main duty sidearm of the RPD, as seen during the RPD's last stand in the opening cutscene; this is a continuity nod to ''[[Resident Evil 2]]'', which confusingly takes place ''after'' the events of the first part of the game. As Jill is a member of the elite STARS unit, she is equipped with her custom Beretta 92FS instead, so the Hi Power is not usable in-game.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h49m02s92.jpg|thumb|none|600px| An RPD patrol officer takes aim with his Browning Hi Power at an approaching horde of zombies, while his partner readies their car's shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
Two variants of the [[Remington 870]] are seen in the opening FMV cutscene, the police folder, and the synthetic full-stocked variant with a Surefire dedicated forend weaponlight. All patrol cars seem to have the folding stock variant equipped, while the elite Select Police Force (the successor to the devastated STARS teams from the first game) carry the fixed stock version. In reality, this seems backward, as the folding stock would be much more useful to the close quarters riot police normally encounter, while the fixed stock would be more practical for armed standoffs.&lt;br /&gt;
[[Image:Remington870LONGFolder.jpg|thumb|none|500px|Remington 870 Police Magnum with stock folded and extended magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:Rem870w618Surefire.jpg|thumb|none|500px|Remington 870 with Surefire dedicated forend weaponlight - 12 gauge]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20661).jpg|thumb|none|600px| An RPD patrol officer fires his police-folding Remington 870 with the stock folded; this appears to be accepted doctrine for the RPD as none are ever shown the stock unfolded.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20778).jpg|thumb|none|600px| An SPF officer fires the fixed-stock 870 alongside another patrol cop. He seems to be having a hard time opening fire on what appear to be unarmed civilians, as evidenced by his averted eyes.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
A [[Benelli M3 Super 90]] shotgun with a wooden pistol grip and pump can be found inside the zombie-ridden basement in the uptown alleyway, early in the game. Its also one of the weapons of Mikhail during the Mercenaries minigame. The weapon is reasonably powerful at close range due to it's high damage and wide spread, plus is able to reliably stagger or knockdown non-boss enemies to allow some breathing room.&lt;br /&gt;
&lt;br /&gt;
It can fire modified shells for increased firepower. The modified shells are so powerful, however, that Jill is slightly pushed back a bit after firing a shot.&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE3 Benelli M3.jpg|thumb|none|490px|M3 Super 90 as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester 1892 &amp;quot;Mare's Leg&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] is exclusive to Hard Mode and is incorrectly called the &amp;quot;M37 Western Custom&amp;quot;. The weapon can be obtained after disabling the Nemesis 5 times, where he'll drop two sets of parts to complete the weapon. Its incorrectly depicted as being a 12 gauge shotgun like a [[Winchester Model 1887]]. It cannot use the modified shells, does slightly less damage and has one shell less than the Super 90. But has a faster rate of fire, quicker reload time, and wider shot-spread due to the shorter barrel, making it more effective at clearing rooms of non-boss enemies. &lt;br /&gt;
&lt;br /&gt;
Jill &amp;quot;flip-cocks&amp;quot; the lever mechanism with one hand; unlike most videogames, the lever loop at least appears to have been widened on the inventory icon to accommodate this.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mare'sleg.jpg|thumb|none|400px|Winchester 1892 &amp;quot;Mare's Leg&amp;quot; w/ D lever loop and rounded barrel - .44-40.]]&lt;br /&gt;
[[Image:RE3 Western Custom.jpg‎|thumb|none|450px|&amp;quot;Western Custom M37&amp;quot; as seen in RE3.]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A3 ==&lt;br /&gt;
The [[MP5A3]] with a Navy trigger group is depicted as the main duty weapon of the RPD's Select Police Force. Although the models are somewhat low detailed, they have Navy fire-selector levers but lack the pictogram markings. Several weapons are seen during the RPD's last stand, although none are available in-game.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h08m00s207.jpg|thumb|none|600px| A mismatched line of RPD forces, apparently the only surviving police in the city, attempt to hold the line against a horde of undead in the game's first cutscene. A Browning Hi Power and Remington 870 are seen in the hands of the two patrol officers taking cover nearby.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20576).jpg|thumb|none|600px| A Select Police Force officer fires his MP5 on full auto into an approaching crowd of infected.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20599).jpg|thumb|none|600px| Another shot of the first screen shot.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
Jill starts with a customized [[M4A1 Carbine]] in her inventory on easy mode. In hard mode, it can only be obtained by disabling the Nemesis 7 times (this means he has to be taken down during every combat encounter before the Dead Factory, excluding the cable car ambush), if the main game hasn't been completed yet. Alternatively, an M4A1 with infinite ammo can be obtained by buying it from the Mercenaries minigame store. In-game it is equipped with a vertical grip, a bipod, a rear back-up sight, and an Aimpoint CompM2 red dot sight, the color of the lens of which changes color depending on the firing mode (red for full-auto and green for manual), and its ammo is called &amp;quot;Assault Rifle bullets&amp;quot;, although extra ammo is only available during easy mode. &lt;br /&gt;
&lt;br /&gt;
It is erroneously depicted with both a three-round burst and a fully automatic option; M4A1s only have Safe-Semi-Full Auto trigger groups, although a possible explanation for this is that the shooter is firing &amp;quot;manually&amp;quot; in short bursts instead. The gun is fired from the hip if set to auto-mode and fired from the shoulder if set to the &amp;quot;manual&amp;quot; 3-round burst mode. Much like the MAC-11 from the previous game, it's ammunition is listed in percentage and each percent is equal to 3 rounds, so a full 100% magazine is 300 rounds.&lt;br /&gt;
&lt;br /&gt;
Carlos is armed with an M4A1 in both the Mercenaries and the small part of the main game in which he is playable. Mikhail is also equipped with an M4A1 carbine in the main game and depending on events he uses it to kill off both zombies and distract the Nemesis. It is also used by the majority of U.B.C.S. members, none of whom have any after market attachments or any idea what the weapon's sights are for, since literally not one of them decides to fire the gun from the shoulder while shooting. &lt;br /&gt;
&lt;br /&gt;
A curious note about the M4 is that despite it using a rifle cartridge, one which would be comparable in power to the .44 Magnum revolver, the M4 is quite weak, requiring around 8 rounds to dispatch a normal zombie while the 92F only requires around 4-5 shots and the magnum is capable of taking out everything but boss-type enemies in a single shot. This is likely a balancing measure in response to the percentage-based ammo system automatic weapons use in ''Resident Evil'' games prior to ''4'', as these weapons are primarily designed to deal sustained damage against groups enemies.&lt;br /&gt;
&lt;br /&gt;
Interesting note, all M4s in CGI cutscenes equipped by U.B.C.S. are seen without any modifications, a most notable scene reflect that Mikhail Victor fires it at Nemesis on the streetcar; the two M4A1s in in-game scene and CGI scene are quite different, despite the fact that they must be the same one. The vertical foregrip and bipod seem to be attached via a rail bolted to the hand guard as the rest of the hand guard resembles the standard hand guard and not a R.I.S. hand guard. The Aimpoint CompM2 is attached via an older mount. &lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:RE3 M4A1.jpg‎|thumb|none|600px|M4A1 Carbine as seen in RE3.]]&lt;br /&gt;
[[File:RE3M4A1Jill1.jpg|thumb|none|600px|Jill aiming the M4A1 from the shoulder in &amp;quot;manual&amp;quot; mode, as she's menaced by a door.]]&lt;br /&gt;
[[File:RE3M4A1Jill2.jpg|thumb|none|600px|Not feeling secure enough, she switches to &amp;quot;auto&amp;quot; mode and aims from the hip.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h10m27s61.jpg|thumb|none|600px| Two UBCS Mercenaries attempt to clear the apparently deserted hospital in the game's opening cinematic. This scene also occurs in ''Operation Raccoon City'', where it is revealed they belonged to Nicholai's squad and were abandoned by their NCO to their deaths.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20876).jpg|thumb|600px|none| Another pair of mercenaries explores an alleyway, only to have a hastily constructed barricade give way to more zombies.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20886).jpg|thumb|600px|none| Both mercenaries are forced out of frame...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h11m02s88.jpg|thumb|none|600px| and only manage to fire their rifles into the air at nothing.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h11m11s96.jpg|thumb|none|600px| A solitary mercenary near the end of the extended opening cutscene is cornered by more zombies, and makes the agonizing mistake of not saving his last bullet for himself, or at the very least aiming down his sights to give him a better chance of breaking out of his situation.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Accuracy International Arctic Warfare ==&lt;br /&gt;
A low-detail [[Accuracy_International_AW#Accuracy_International_Arctic_Warfare|Accuracy International Arctic Warfare-type]] sniper rifle can be seen standing up against machinery in the Incinerator Room, apparently left behind by the deceased US Special Forces team Jill finds scattered about the Dead Factory. It is the first sniper rifle in the series, and is unusable to the player.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3-AW.jpg|thumb|none|600px| Jill finds an orphaned and frightened Arctic Warfare in the Dead Factory, but is forced to leave it behind as ''[[Resident Evil 3]]'' has pre-rendered backgrounds and is, therefore, not sufficiently advanced enough to let her use a sniper rifle. Then again there's nothing stopping her from just firing it without bother to aim with the sight, since her next opponent is roughly the size of an tank.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Minigun ==&lt;br /&gt;
The same three-barreled Gatling Gun from RE2 returns as an unlockable weapon. It can only be obtained by playing the Mercenaries minigame and buying it for $3,000, where it'll be available in the main game with infinite ammo. Its essentially a slightly more powerful and faster M4A1 with a spread effect. The weapon is effective against non-boss enemies due to it's punishing rate of fire and unlimited ammunition, but requires a second to spool up and turning speed when this weapon is readied is heavily reduced.&lt;br /&gt;
&lt;br /&gt;
[[Image:RE3 Gatling Gun.jpg‎|thumb|none|400px|Minigun as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Hk-P&amp;quot; (Fictional Grenade Launcher) ==&lt;br /&gt;
&lt;br /&gt;
A grenade launcher called the &amp;quot;Hk-P&amp;quot; in-game seems to be based on an [[Smith &amp;amp; Wesson 276 Gas Gun#Defense Technologies 37mm Gas Gun|DefTech 1315]] 37mm gas gun with the addition of a horizontal foregrip, OD furniture, and the tube and folding grenade sight from [[M79 grenade launcher]]. The &amp;quot;Hk-P&amp;quot; is found randomly inside either the locker inside the S.T.A.R.S office or inside a locker in the powerplant. Like in most Resident Evil games, it can use many different (and usually fictional) grenades rounds which include: standard (explosive), acid, flame, and nitrogen.      &lt;br /&gt;
[[Image:DefTech1315.jpg|thumb|none|450px|DefTech 1315 - 37mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:RE3 Grenade Launcher.jpg‎|thumb|none|400px|&amp;quot;Hk-P&amp;quot; as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
The most powerful single-shot weapon in the game. The [[M202 FLASH]], incorrectly identified as the &amp;quot;M66 Rocket Launcher&amp;quot; (a name seemingly alluding to its 66mm bore) is capable of firing powerful rockets that will kill all non-boss enemies with a single shot, and the Nemesis can be taken down with only two. As is the norm in video games, these are high-explosive rockets, rather than the incendiary rockets that the FLASH actually used. The weapon only has 4 rockets with no spare ammo available, however it is found at a point where there is only one other enemy that merits the use of the rocket launcher, and they are assisted by an even heavier weapon during that fight. The launcher has no elevation animation so it can only be aimed vertically, although through the power of video game magic, the rockets will usually still hit knee-high targets, despite them being too low for the shot to realistically score a hit. The weapon also has a slightly longer draw speed due to it's weight and heavily reduces turning speed (which can be slightly mitigated by using auto-aim, which causes the player to pivot to the next enemy instantly).&lt;br /&gt;
&lt;br /&gt;
A regular non-unlimited rocket launcher can be found in the near the end of the game or an unlimited ammo version can be bought in the Mercenaries bonus game. Mikhail has the same rocket launcher in the Bonus game but this holds 8 rounds as opposed to 4. An unobtainable M202 can also be seen in the Incinerator plant, sitting next to the body of a dead US Special Forces operator.&lt;br /&gt;
&lt;br /&gt;
The launcher in the game appears to have been referenced from the prop M202 seen in ''[[Commando]]'' rather than a real weapon, and has a front pistol grip and MP5-like rear grip. This same design would later be used in the [[Resident Evil (2002 VG)|Resident Evil remake]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:CommandoM202Flash-5.jpg|thumb|none|400px|Fake M202 FLASH from ''[[Commando]]'': note the large rectangular sling loops, less curved corners, and thick rims at the front and rear of the launcher.]]&lt;br /&gt;
[[Image:RE3 FLASH.jpg|thumb|none|400px|M202 FLASH as seen in RE3]]&lt;br /&gt;
[[File:RE3USSFM202.jpg|thumb|none|400px|A dead US Special Forces operator with an M202 next to him. It cannot be obtained or inspected, probably meaning all rockets for it has been expended, which would probably be a better explanation for all the dead Tyrants nearby.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The Nemesis is armed with a rocket launcher based on the [[FIM-92 Stinger]] that he uses during certain encounters, which gives him dangerous ranged capabilities as it allows him to snipe at the player at great ranges, though its projectiles can be dodged with either the game's finicky dodge mechanic, shooting him just before he fires a rocket (which causes him to flinch and miss), or ducking to a nearby wall. It is very powerful however and it typically only takes two direct hits to kill even while your status is still ''Fine''. It doesn't help that the Nemesis can launch rockets in quick succession, so he can launch a follow-up shot while you're dazed from the first hit.&lt;br /&gt;
&lt;br /&gt;
The weapon has a limited ammunition count of 6 rockets, which the Nemesis cycles through by &amp;quot;pumping&amp;quot; the weapon over his shoulder after every shot; despite this, there's no clear indication whatsoever as to ''where'' the extra rockets he cycles through are stored. After all the rockets are expended, he'll discard it (which also destroys it in the process) and resort to close combat. &lt;br /&gt;
 &lt;br /&gt;
As with the FIM-92 Stinger in [[Resident Evil 2]], it is erroneously depicted as simply being a direct fire rocket launcher and lacks the top-mounted tracking antenna. The missiles it launches are smaller than the launcher's length, being roughly similar in size to 83mm rockets. The launcher is also much, ''much'' longer than the real-life FIM-92, with a length of over 7 feet, almost as tall as Nemesis. Overall, it appears to be a custom launcher made by Umbrella specifically for his use, as shown in [[Resident Evil: Operation Raccoon City|Operation Raccoon City]], where he gains access to it via weapon crates.&lt;br /&gt;
&lt;br /&gt;
He loses this weapon after the clock tower encounter, due to sustaining heavy damage.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[Image:Nemesis.jpg|thumb|none|400px|The Nemesis and his rocket launcher during a cutscene.]]&lt;br /&gt;
[[File:RE3NMSRL.jpg|thumb|none|400px|The Nemesis in-game with his rocket launcher and angry murder grin on-hand. Note that the launcher is splattered with blood, likely from bashing anyone or anything that got in its way.]]&lt;br /&gt;
[[File:RE3NMSRL2.jpg|thumb|none|600px|Annoyed with Carlos' pinpricks from his M4A1 carbine, the Nemesis decides to swat him away with rocket-propelled force. Here, you see the weapon's projectile mid-flight, which is smaller than what the weapon's size would suggest.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Grenade==&lt;br /&gt;
In one version of Tyrell Patrick's death, he's seen detonating a grenade in an attempt to kill Nicholai. &lt;br /&gt;
&lt;br /&gt;
Mikhail will also use the same grenade type in a cutscene if the player comes back to the cable car area before getting all the repair components for it, and destroys the explosive barrel in the area. Here, he'll storm out of the car and kill a group of zombies attempting to breach the perimeter, after a second wave appears; he'll throw a grenade their way and kill the rest of them.&lt;br /&gt;
[[File:RE3-Grenade.jpg|thumb|none|600px|Tyrell pulls out the grenade while Nicholai is distracted. While it fails to kill Nicholai (who survived a 40-foot drop somehow after jumping out of a window to escape) it inadvertently saves Carlos' life.]]&lt;br /&gt;
&lt;br /&gt;
==Bomb==&lt;br /&gt;
In the other version of Tyrell's death, Tyrell opens a booby-trapped safe inside the Raccoon City hospital and gets blown up by what appears to be a brick of C4 attached to an electronic detonator. The same explosives can be seen during Carlos' exit from the hospital, where Nicholai rigged the building with them on a timed detonator to demolish the hospital and bury any potential evidence or survivors located in the building.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3-Safe-Bomb.jpg|thumb|none|600px|Tyrell opens the ''wrong'' safe. Surprisingly despite an explosive charge detonating right in front of his face, his body is still more-or-less intact.]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Mine Thrower&amp;quot; ==&lt;br /&gt;
The Mine Thrower is an fictional break-action, cylinder-fed weapon created by Umbrella that is designed to fire Anti-Personnel SMART mines darts which explode after a short delay or when a creatures comes close to them (or embedded into the creature itself). The explosion however, damages everyone in range, including the shooter. The weapon can be found in the clock tower lobby next to the body of a dead UBCS merc.&lt;br /&gt;
&lt;br /&gt;
If the weapon is given infinite ammo by either the mercenaries minigame or Nemesis' last item drop; the mines will stop acting like mines and instead be miniature seeker missiles that home into enemies and also penetrate through multiple ones, whilst retaining their damage even without detonating. Of note, the Mine Thrower is the only weapon that has no reload animation, despite having spare ammo for it. Even if one has extra mine thrower darts in their inventory, Jill will not automatically reload an empty mine thrower. It must be manually reloaded using the inventory to fire again. However this is likely due to the standard minethrower's feature where reloading will cause all active mines to be deactivated.&lt;br /&gt;
[[Image:RE3-Mine Thrower.jpg|thumb|none|300px|Mine Thrower]]&lt;br /&gt;
&lt;br /&gt;
==Rail cannon==&lt;br /&gt;
An experimental rail cannon, codenamed &amp;quot;'''The Demon Sword of Paracelsus'''&amp;quot;, was used by a US Special Forces team deployed into Raccoon City, for use against any giant BOWs they might encounter in the Incinerator Plant. The weapon is about the size of an APC , and is fed by generators located inside the plant. How exactly they used it against mobile BOWs in an indoor environment is a mystery, but apparently they somehow managed given the amount of T-103 Tyrant corpses in the room (even managing to kill a heavily-mutated Tyrant with his power limiter coat removed).&lt;br /&gt;
&lt;br /&gt;
The weapon is used in the final battle against the Nemesis, who's mutations have turned him into a tank-sized Lovecraftian monstrosity who has grown heavily resistant to small-arms fire. Jill must power up the gun by installing batteries inside the generators, then baiting the Nemesis into getting into the rail cannon's line of fire. Three direct hits from the cannon will kill him, but shooting at the Nemesis helps in lowering the amount of shots needed to kill him, to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3Railcannon.jpg|thumb|none|400px|The rail cannon charging up to fire a shot. There is a corpse of a T-103 Tyrant below it, which makes us wonder if someone just got fed up and dropped the weapon on top of it.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3:_Nemesis&amp;diff=1445882</id>
		<title>Resident Evil 3: Nemesis</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3:_Nemesis&amp;diff=1445882"/>
		<updated>2021-10-01T02:31:22Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* STI Edge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE3.jpg|thumb|right|300px|''Resident Evil 3: Nemesis'' (1999)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 3: Nemesis''''' is the third entry in the survival horror video game series ''[[Resident Evil]]'', and the sequel to ''[[Resident Evil 2]]''. The game was released for the PlayStation in 1999, and was also ported to Windows, Dreamcast, and GameCube. Set just 24 hours prior to the events of ''Resident Evil 2'', the story follows STARS member Jill Valentine as she tries to survive and escape from Raccoon City in the midst of its zombie outbreak. The titular main villain of the game is the Nemesis-T Type, a powerful and intelligent monster derived from the T-103 Tyrant from the first game, sent by the Umbrella Corporation to hunt down any remaining STARS team members in the city before they can escape and potentially further expose Umbrella's involvement with the outbreak.&lt;br /&gt;
&lt;br /&gt;
Other major characters of ''Resident Evil 3'' include soldiers from the Umbrella Biohazard Countermeasure Service, a private army working under Umbrella, made up of mercenaries contracted from around the world. Originally sent to assist the RPD and evacuate civilians, most of the UBCS team sent into the city were obliterated. Notable surviving members include: Carlos Olivera, Nicholai Ginovaef (whose name is a mistranslated form of Nikolai Zinoviev), and Mikhail Victor, aswell as some other minor survivors, most of which do not last too long.&lt;br /&gt;
&lt;br /&gt;
[[Resident Evil 3 (2020 VG)|A remake]] of ''Resident Evil 3'', in the same vein as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], was released in 2020. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
Jill's main weapon is a custom [[Beretta 92FS Brigadier]] made especially for S.T.A.R.S. members, which she has retained even after her resignation from the RPD. The gun features custom grips with the S.T.A.R.S. emblem, a marked slide, a stainless steel barrel, and some other minor modifications. The game refers to the gun as the &amp;quot;M92F Custom&amp;quot;. This is the first time the Samurai Edge was introduced into the franchise and it would later become an icon associated with STARS, ''Resident Evil'' in general, and throughout video game culture. &lt;br /&gt;
&lt;br /&gt;
The in-game document &amp;quot;Fax From Kendo Gun Shop&amp;quot;, found on the fax machine in the S.T.A.R.S. office in the Raccoon Police Station, provides background information on the weapon. Designed by Joe Kendo, brother of Kendo Gun Shop owner Robert Kendo (a character in ''[[Resident Evil 2]]''), these custom Berettas are known as the &amp;quot;M92F S.T.A.R.S. Special&amp;quot;, with the nickname &amp;quot;Samurai Edge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Apart from standard 9x19mm rounds, the gun can also fire enhanced handgun rounds that do more damage and will always stagger enemies on hit (which is particularly useful for tough, fast-moving enemies like the Nemesis and Hunters), although at the cost of rate of fire as the greater recoil causes Jill to fire the weapon slower.&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Jill Valentine's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from ''[[Resident Evil 3: Nemesis]]''.]] &lt;br /&gt;
[[Image:RE3 Samurai Edge.jpg|thumb|none|300px|92FS, Samurai Edge Kendo Custom as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== STI Edge  ==&lt;br /&gt;
The [[STI Edge]] is exclusive to Hard mode and is called the &amp;quot;STI Eagle 6.0&amp;quot;. It can be obtained by disabling the Nemesis twice, where he'll drop two separate sets of parts to complete the handgun. The weapon uses 9x19mm rounds, has purple checkered grips, and a pistol scope affixed using a frame-mounted rail, with the gun being mentioned as being specifically modified for competition shooting.&lt;br /&gt;
&lt;br /&gt;
Carlos Olivera also starts with the gun as his sidearm in the Mercenaries minigame. The weapon fires and reloads twice as fast as the standard handgun and the scope allows the weapon to randomly inflict critical damage, which will either instantly kill zombified humans and dogs (by decapitating them), or deal increased damage against tougher enemies. However, it cannot use enhanced ammunition.&lt;br /&gt;
&lt;br /&gt;
Interestingly, STI ''did'' release a model named Eagle in 2012, although with a 5 inch barrel instead of the game's 6 inch.&lt;br /&gt;
&lt;br /&gt;
[[Image:Stiedgestockimage1.jpg|thumb|none|350px|STI Edge - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:RE3 STI Eagle 6.0.jpg‎|thumb|none|400px|STI Edge as seen in RE3. Note the purple grip and pistol scope.]]&lt;br /&gt;
&lt;br /&gt;
== SIG Pro SP 2009 ==&lt;br /&gt;
The [[SIG Pro SP 2009]] is used by Nicholai Ginovaef in both the main and Mercenaries mini-game, by Carlos in his segment of the main game, and also used by UBCS Supervisor Tyrell Patrick in the hospital after mistaking Carlos for an enemy, implying its status as the UBCS' standard sidearm. It is called the &amp;quot;Merc's Handgun&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
It is functionally identical to Jill's 92FS Samurai Edge pistol with a slightly different firing sound, and can use both standard and enhanced handgun ammo (atleast in Nicholai's case in the minigame). Brad Vickers, the S.T.A.R.S team's pilot, is also curiously armed with an SP 2009 instead of a Samurai Edge when he is encountered in the bar, as referenced by the dull-grey finish of his sidearm instead of the two-tone black and white finish of the custom handgun.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic as the SIG Pro series was introduced in 1999, while the game takes place in September 1998; a more appropriate choice would have been the [[SIG-Sauer P226]]. The gun was however, designed in 1998 and it wouldn't be too far-fetched for Umbrella to make a deal with arms manufacturers to gain access to their to-be-released lineup in advance.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gsg9-1.jpg|thumb|none|350px|SIG Pro SP 2009 - 9x19mm]]‎‎&lt;br /&gt;
[[Image:RE3 SIG Pro SP 2009.jpg|thumb|none|350px|The SIG Pro SP 2009 as seen in RE3.]]&lt;br /&gt;
[[File:RE3-Tyrell-SIGPro2009.jpg|thumb|none|600px|Tyrell aims his SIG Pro at Carlos in the hospital.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 629 Classic ==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 629 Classic]] can be found either in the S.T.A.R.S. Office weapons locker or the locker in the Power Station. The in-game description says the weapon is fitted with weights to reduce recoil, yet the weapon has a heavy recoil anyway. This is Mikhail's primary sidearm in the Mercenaries bonus game.&lt;br /&gt;
&lt;br /&gt;
As the magnum-type handgun in the game, its the most powerful non-explosive weapon available, capable of killing non-boss enemies with a single direct hit and is also capable of dismemberment. Ammunition for it, however, is exceedingly limited (there are only two ammo pickups in the entire game, one from the corpse of a dead mercenary in the park and the last one is at the final phase of the dead factory) and hard to make (it requires a C+C+C gunpowder mixture). While its slightly weaker than the grenade launcher using flame or freeze rounds, the magnum has the benefit of being a powerful hitscan weapon, which makes it very difficult for the Nemesis to dodge frontal shots.&lt;br /&gt;
&lt;br /&gt;
[[Image:SW629BD2.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 Classic with wood grips - .44 Magnum]]&lt;br /&gt;
[[Image:RE3 S&amp;amp;W Model 629 C.jpg|thumb|none|400px|S&amp;amp;W 629 Classic as seen in RE3.]]&lt;br /&gt;
[[Image:STARS2.jpg|thumb|none|500px|''You want STARS? I'll give you STARS!''&amp;lt;br&amp;gt;The 629 in all of its pixelated glory.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power ==&lt;br /&gt;
The [[Browning Hi-Power]] is still depicted as the main duty sidearm of the RPD, as seen during the RPD's last stand in the opening cutscene; this is a continuity nod to ''[[Resident Evil 2]]'', which confusingly takes place ''after'' the events of the first part of the game. As Jill is a member of the elite STARS unit, she is equipped with her custom Beretta 92FS instead, so the Hi Power is not usable in-game.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h49m02s92.jpg|thumb|none|600px| An RPD patrol officer takes aim with his Browning Hi Power at an approaching horde of zombies, while his partner readies their car's shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
Two variants of the [[Remington 870]] are seen in the opening FMV cutscene, the police folder, and the synthetic full-stocked variant with a Surefire dedicated forend weaponlight. All patrol cars seem to have the folding stock variant equipped, while the elite Select Police Force (the successor to the devastated STARS teams from the first game) carry the fixed stock version. In reality, this seems backward, as the folding stock would be much more useful to the close quarters riot police normally encounter, while the fixed stock would be more practical for armed standoffs.&lt;br /&gt;
[[Image:Remington870LONGFolder.jpg|thumb|none|500px|Remington 870 Police Magnum with stock folded and extended magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:Rem870w618Surefire.jpg|thumb|none|500px|Remington 870 with Surefire dedicated forend weaponlight - 12 gauge]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20661).jpg|thumb|none|600px| An RPD patrol officer fires his police-folding Remington 870 with the stock folded; this appears to be accepted doctrine for the RPD as none are ever shown the stock unfolded.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20778).jpg|thumb|none|600px| An SPF officer fires the fixed-stock 870 alongside another patrol cop. He seems to be having a hard time opening fire on what appear to be unarmed civilians, as evidenced by his averted eyes.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
A [[Benelli M3 Super 90]] shotgun with a wooden pistol grip and pump can be found inside the zombie-ridden basement in the uptown alleyway, early in the game. Its also one of the weapons of Mikhail during the Mercenaries minigame. The weapon is reasonably powerful at close range due to it's high damage and wide spread, plus is able to reliably stagger or knockdown non-boss enemies to allow some breathing room.&lt;br /&gt;
&lt;br /&gt;
It can fire modified shells for increased firepower. The modified shells are so powerful, however, that Jill is slightly pushed back a bit after firing a shot.&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE3 Benelli M3.jpg|thumb|none|490px|M3 Super 90 as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester 1892 &amp;quot;Mare's Leg&amp;quot; ==&lt;br /&gt;
The [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] is exclusive to Hard Mode and is incorrectly called the &amp;quot;M37 Western Custom&amp;quot;. The weapon can be obtained after disabling the Nemesis 5 times, where he'll drop two sets of parts to complete the weapon. Its incorrectly depicted as being a 12 gauge shotgun like a [[Winchester Model 1887]]. It cannot use the modified shells, does slightly less damage and has one shell less than the Super 90. But has a faster rate of fire, quicker reload time, and wider shot-spread due to the shorter barrel, making it more effective at clearing rooms of non-boss enemies. &lt;br /&gt;
&lt;br /&gt;
Jill &amp;quot;flip-cocks&amp;quot; the lever mechanism with one hand; unlike most videogames, the lever loop at least appears to have been widened on the inventory icon to accommodate this.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mare'sleg.jpg|thumb|none|400px|Winchester 1892 &amp;quot;Mare's Leg&amp;quot; w/ D lever loop and rounded barrel - .44-40.]]&lt;br /&gt;
[[Image:RE3 Western Custom.jpg‎|thumb|none|450px|&amp;quot;Western Custom M37&amp;quot; as seen in RE3.]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A3 ==&lt;br /&gt;
The [[MP5A3]] with a Navy trigger group is depicted as the main duty weapon of the RPD's Select Police Force. Although the models are somewhat low detailed, they have Navy fire-selector levers but lack the pictogram markings. Several weapons are seen during the RPD's last stand, although none are available in-game.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h08m00s207.jpg|thumb|none|600px| A mismatched line of RPD forces, apparently the only surviving police in the city, attempt to hold the line against a horde of undead in the game's first cutscene. A Browning Hi Power and Remington 870 are seen in the hands of the two patrol officers taking cover nearby.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20576).jpg|thumb|none|600px| A Select Police Force officer fires his MP5 on full auto into an approaching crowd of infected.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20599).jpg|thumb|none|600px| Another shot of the first screen shot.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
Jill starts with a customized [[M4A1 Carbine]] in her inventory on easy mode. In hard mode, it can only be obtained by disabling the Nemesis 7 times (this means he has to be taken down during every combat encounter before the Dead Factory, excluding the cable car ambush), if the main game hasn't been completed yet. Alternatively, an M4A1 with infinite ammo can be obtained by buying it from the Mercenaries minigame store. In-game it is equipped with a vertical grip, a bipod, a rear back-up sight, and an Aimpoint CompM2 red dot sight, the color of the lens of which changes color depending on the firing mode (red for full-auto and green for manual), and its ammo is called &amp;quot;Assault Rifle bullets&amp;quot;, although extra ammo is only available during easy mode. &lt;br /&gt;
&lt;br /&gt;
It is erroneously depicted with both a three-round burst and a fully automatic option; M4A1s only have Safe-Semi-Full Auto trigger groups, although a possible explanation for this is that the shooter is firing &amp;quot;manually&amp;quot; in short bursts instead. The gun is fired from the hip if set to auto-mode and fired from the shoulder if set to the &amp;quot;manual&amp;quot; 3-round burst mode. Much like the MAC-11 from the previous game, it's ammunition is listed in percentage and each percent is equal to 3 rounds, so a full 100% magazine is 300 rounds.&lt;br /&gt;
&lt;br /&gt;
Carlos is armed with an M4A1 in both the Mercenaries and the small part of the main game in which he is playable. Mikhail is also equipped with an M4A1 carbine in the main game and depending on events he uses it to kill off both zombies and distract the Nemesis. It is also used by the majority of U.B.C.S. members, none of whom have any after market attachments or any idea what the weapon's sights are for, since literally not one of them decides to fire the gun from the shoulder while shooting. &lt;br /&gt;
&lt;br /&gt;
A curious note about the M4 is that despite it using a rifle cartridge, one which would be comparable in power to the .44 Magnum revolver, the M4 is quite weak, requiring around 8 rounds to dispatch a normal zombie while the 92F only requires around 4-5 shots and the magnum is capable of taking out everything but boss-type enemies in a single shot. This is likely a balancing measure in response to the percentage-based ammo system automatic weapons use in ''Resident Evil'' games prior to ''4'', as these weapons are primarily designed to deal sustained damage against groups enemies.&lt;br /&gt;
&lt;br /&gt;
Interesting note, all M4s in CGI cutscenes equipped by U.B.C.S. are seen without any modifications, a most notable scene reflect that Mikhail Victor fires it at Nemesis on the streetcar; the two M4A1s in in-game scene and CGI scene are quite different, despite the fact that they must be the same one. The vertical foregrip and bipod seem to be attached via a rail bolted to the hand guard as the rest of the hand guard resembles the standard hand guard and not a R.I.S. hand guard. The Aimpoint CompM2 is attached via an older mount. &lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:RE3 M4A1.jpg‎|thumb|none|600px|M4A1 Carbine as seen in RE3.]]&lt;br /&gt;
[[File:RE3M4A1Jill1.jpg|thumb|none|600px|Jill aiming the M4A1 from the shoulder in &amp;quot;manual&amp;quot; mode, as she's menaced by a door.]]&lt;br /&gt;
[[File:RE3M4A1Jill2.jpg|thumb|none|600px|Not feeling secure enough, she switches to &amp;quot;auto&amp;quot; mode and aims from the hip.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h10m27s61.jpg|thumb|none|600px| Two UBCS Mercenaries attempt to clear the apparently deserted hospital in the game's opening cinematic. This scene also occurs in ''Operation Raccoon City'', where it is revealed they belonged to Nicholai's squad and were abandoned by their NCO to their deaths.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20876).jpg|thumb|600px|none| Another pair of mercenaries explores an alleyway, only to have a hastily constructed barricade give way to more zombies.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 20886).jpg|thumb|600px|none| Both mercenaries are forced out of frame...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h11m02s88.jpg|thumb|none|600px| and only manage to fire their rifles into the air at nothing.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-10-01-15h11m11s96.jpg|thumb|none|600px| A solitary mercenary near the end of the extended opening cutscene is cornered by more zombies, and makes the agonizing mistake of not saving his last bullet for himself, or at the very least aiming down his sights to give him a better chance of breaking out of his situation.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Accuracy International Arctic Warfare ==&lt;br /&gt;
A low-detail [[Accuracy_International_AW#Accuracy_International_Arctic_Warfare|Accuracy International Arctic Warfare-type]] sniper rifle can be seen standing up against machinery in the Incinerator Room, apparently left behind by the deceased US Special Forces team Jill finds scattered about the Dead Factory. It is the first sniper rifle in the series, and is unusable to the player.&lt;br /&gt;
[[Image:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE3-AW.jpg|thumb|none|600px| Jill finds an orphaned and frightened Arctic Warfare in the Dead Factory, but is forced to leave it behind as ''[[Resident Evil 3]]'' has pre-rendered backgrounds and is, therefore, not sufficiently advanced enough to let her use a sniper rifle. Then again there's nothing stopping her from just firing it without bother to aim with the sight, since her next opponent is roughly the size of an tank.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Minigun ==&lt;br /&gt;
The same three-barreled Gatling Gun from RE2 returns as an unlockable weapon. It can only be obtained by playing the Mercenaries minigame and buying it for $3,000, where it'll be available in the main game with infinite ammo. Its essentially a slightly more powerful and faster M4A1 with a spread effect. The weapon is effective against non-boss enemies due to it's punishing rate of fire and unlimited ammunition, but requires a second to spool up and turning speed when this weapon is readied is heavily reduced.&lt;br /&gt;
&lt;br /&gt;
[[Image:RE3 Gatling Gun.jpg‎|thumb|none|400px|Minigun as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Hk-P&amp;quot; (Fictional Grenade Launcher) ==&lt;br /&gt;
&lt;br /&gt;
A grenade launcher called the &amp;quot;Hk-P&amp;quot; in-game seems to be based on an [[Smith &amp;amp; Wesson 276 Gas Gun#Defense Technologies 37mm Gas Gun|DefTech 1315]] 37mm gas gun with the addition of a horizontal foregrip, OD furniture, and the tube and folding grenade sight from [[M79 grenade launcher]]. The &amp;quot;Hk-P&amp;quot; is found randomly inside either the locker inside the S.T.A.R.S office or inside a locker in the powerplant. Like in most Resident Evil games, it can use many different (and usually fictional) grenades rounds which include: standard (explosive), acid, flame, and nitrogen.      &lt;br /&gt;
[[Image:DefTech1315.jpg|thumb|none|450px|DefTech 1315 - 37mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:RE3 Grenade Launcher.jpg‎|thumb|none|400px|&amp;quot;Hk-P&amp;quot; as seen in RE3.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
The most powerful single-shot weapon in the game. The [[M202 FLASH]], incorrectly identified as the &amp;quot;M66 Rocket Launcher&amp;quot; (a name seemingly alluding to its 66mm bore) is capable of firing powerful rockets that will kill all non-boss enemies with a single shot, and the Nemesis can be taken down with only two. As is the norm in video games, these are high-explosive rockets, rather than the incendiary rockets that the FLASH actually used. The weapon only has 4 rockets with no spare ammo available, however it is found at a point where there is only one other enemy that merits the use of the rocket launcher, and they are assisted by an even heavier weapon during that fight. The launcher has no elevation animation so it can only be aimed vertically, although through the power of video game magic, the rockets will usually still hit knee-high targets, despite them being too low for the shot to realistically score a hit. The weapon also has a slightly longer draw speed due to it's weight and heavily reduces turning speed (which can be slightly mitigated by using auto-aim, which causes the player to pivot to the next enemy instantly).&lt;br /&gt;
&lt;br /&gt;
A regular non-unlimited rocket launcher can be found in the near the end of the game or an unlimited ammo version can be bought in the Mercenaries bonus game. Mikhail has the same rocket launcher in the Bonus game but this holds 8 rounds as opposed to 4. An unobtainable M202 can also be seen in the Incinerator plant, sitting next to the body of a dead US Special Forces operator.&lt;br /&gt;
&lt;br /&gt;
The launcher in the game appears to have been referenced from the prop M202 seen in ''[[Commando]]'' rather than a real weapon, and has a front pistol grip and MP5-like rear grip. This same design would later be used in the [[Resident Evil (2002 VG)|Resident Evil remake]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:CommandoM202Flash-5.jpg|thumb|none|400px|Fake M202 FLASH from ''[[Commando]]'': note the large rectangular sling loops, less curved corners, and thick rims at the front and rear of the launcher.]]&lt;br /&gt;
[[Image:RE3 FLASH.jpg|thumb|none|400px|M202 FLASH as seen in RE3]]&lt;br /&gt;
[[File:RE3USSFM202.jpg|thumb|none|400px|A dead US Special Forces operator with an M202 next to him. It cannot be obtained or inspected, probably meaning all rockets for it has been expended, which would probably be a better explanation for all the dead Tyrants nearby.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The Nemesis is armed with a rocket launcher based on the [[FIM-92 Stinger]] that he uses during certain encounters, which gives him dangerous ranged capabilities as it allows him to snipe at the player at great ranges, though its projectiles can be dodged with either the game's finicky dodge mechanic, or ducking to a nearby wall. It is very powerful however and it typically only takes two direct hits to kill even while your status is still ''Fine''. It doesn't help that the Nemesis can launch rockets in quick succession, so he can launch a follow-up shot while you're dazed from the first hit.&lt;br /&gt;
&lt;br /&gt;
The weapon has a limited ammunition count of 6 rockets, which the Nemesis cycles through by &amp;quot;pumping&amp;quot; the weapon over his shoulder after every shot; despite this, there's no clear indication whatsoever as to ''where'' the extra rockets he cycles through are stored. After all the rockets are expended, he'll discard it (which also destroys it in the process) and resort to close combat. &lt;br /&gt;
 &lt;br /&gt;
As with the FIM-92 Stinger in [[Resident Evil 2]], it is erroneously depicted as simply being a direct fire rocket launcher and lacks the top-mounted tracking antenna. The missiles it launches are smaller than the launcher's length, being roughly similar in size to 83mm rockets. The launcher is also much, ''much'' longer than the real-life FIM-92, with a length of over 7 feet, almost as tall as Nemesis. Overall, it appears to be a custom launcher made by Umbrella specifically for his use, as shown in [[Resident Evil: Operation Raccoon City|Operation Raccoon City]], where he gains access to it via weapon crates.&lt;br /&gt;
&lt;br /&gt;
He loses this weapon after the clock tower encounter, due to sustaining heavy damage.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[Image:Nemesis.jpg|thumb|none|400px|The Nemesis and his rocket launcher during a cutscene.]]&lt;br /&gt;
[[File:RE3NMSRL.jpg|thumb|none|400px|The Nemesis in-game with his rocket launcher and angry murder grin on-hand. Note that the launcher is splattered with blood, likely from bashing anyone or anything that got in its way.]]&lt;br /&gt;
[[File:RE3NMSRL2.jpg|thumb|none|600px|Annoyed with Carlos' pinpricks from his M4A1 carbine, the Nemesis decides to swat him away with rocket-propelled force. Here, you see the weapon's projectile mid-flight, which is smaller than what the weapon's size would suggest.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Grenade==&lt;br /&gt;
In one version of Tyrell Patrick's death, he's seen detonating a grenade in an attempt to kill Nicholai. &lt;br /&gt;
&lt;br /&gt;
Mikhail will also use the same grenade type in a cutscene if the player comes back to the cable car area before getting all the repair components for it, and destroys the explosive barrel in the area. Here, he'll storm out of the car and kill a group of zombies attempting to breach the perimeter, after a second wave appears; he'll throw a grenade their way and kill the rest of them.&lt;br /&gt;
[[File:RE3-Grenade.jpg|thumb|none|600px|Tyrell pulls out the grenade while Nicholai is distracted. While it fails to kill Nicholai (who survived a 40-foot drop somehow after jumping out of a window to escape) it inadvertently saves Carlos' life.]]&lt;br /&gt;
&lt;br /&gt;
==Bomb==&lt;br /&gt;
In the other version of Tyrell's death, Tyrell opens a booby-trapped safe inside the Raccoon City hospital and gets blown up by what appears to be a brick of C4 attached to an electronic detonator. The same explosives can be seen during Carlos' exit from the hospital, where Nicholai rigged the building with them on a timed detonator to demolish the hospital and bury any potential evidence or survivors located in the building.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3-Safe-Bomb.jpg|thumb|none|600px|Tyrell opens the ''wrong'' safe. Surprisingly despite an explosive charge detonating right in front of his face, his body is still more-or-less intact.]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Mine Thrower&amp;quot; ==&lt;br /&gt;
The Mine Thrower is an fictional break-action, cylinder-fed weapon created by Umbrella that is designed to fire Anti-Personnel SMART mines darts which explode after a short delay or when a creatures comes close to them (or embedded into the creature itself). The explosion however, damages everyone in range, including the shooter. The weapon can be found in the clock tower lobby next to the body of a dead UBCS merc.&lt;br /&gt;
&lt;br /&gt;
If the weapon is given infinite ammo by either the mercenaries minigame or Nemesis' last item drop; the mines will stop acting like mines and instead be miniature seeker missiles that home into enemies and also penetrate through multiple ones, whilst retaining their damage even without detonating. Of note, the Mine Thrower is the only weapon that has no reload animation, despite having spare ammo for it. Even if one has extra mine thrower darts in their inventory, Jill will not automatically reload an empty mine thrower. It must be manually reloaded using the inventory to fire again. However this is likely due to the standard minethrower's feature where reloading will cause all active mines to be deactivated.&lt;br /&gt;
[[Image:RE3-Mine Thrower.jpg|thumb|none|300px|Mine Thrower]]&lt;br /&gt;
&lt;br /&gt;
==Rail cannon==&lt;br /&gt;
An experimental rail cannon, codenamed &amp;quot;'''The Demon Sword of Paracelsus'''&amp;quot;, was used by a US Special Forces team deployed into Raccoon City, for use against any giant BOWs they might encounter in the Incinerator Plant. The weapon is about the size of an APC , and is fed by generators located inside the plant. How exactly they used it against mobile BOWs in an indoor environment is a mystery, but apparently they somehow managed given the amount of T-103 Tyrant corpses in the room (even managing to kill a heavily-mutated Tyrant with his power limiter coat removed).&lt;br /&gt;
&lt;br /&gt;
The weapon is used in the final battle against the Nemesis, who's mutations have turned him into a tank-sized Lovecraftian monstrosity who has grown heavily resistant to small-arms fire. Jill must power up the gun by installing batteries inside the generators, then baiting the Nemesis into getting into the rail cannon's line of fire. Three direct hits from the cannon will kill him, but shooting at the Nemesis helps in lowering the amount of shots needed to kill him, to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3Railcannon.jpg|thumb|none|400px|The rail cannon charging up to fire a shot. There is a corpse of a T-103 Tyrant below it, which makes us wonder if someone just got fed up and dropped the weapon on top of it.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1445252</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1445252"/>
		<updated>2021-09-29T02:03:33Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Warhound Railgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
=Cut Weapons=&lt;br /&gt;
==Baikal MP-133==	&lt;br /&gt;
The [[Baikal MP-133]] makes appearance in the demonstration gameplay video as the &amp;quot;Military M133&amp;quot;, but is not available in the final version of the game. Perhaps it was simply replaced to more suitable for the setting Remington 870.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|400px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1443326</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1443326"/>
		<updated>2021-09-19T23:17:08Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Heckler &amp;amp; Koch MP5A5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
=Cut Weapons=&lt;br /&gt;
==Baikal MP-133==	&lt;br /&gt;
The [[Baikal MP-133]] makes appearance in the demonstration gameplay video as the &amp;quot;Military M133&amp;quot;, but is not available in the final version of the game. Perhaps it was simply replaced to more suitable for the setting Remington 870.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|400px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439505</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439505"/>
		<updated>2021-08-24T19:59:02Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M4A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439504</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439504"/>
		<updated>2021-08-24T19:49:23Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Mosin Nagant M44 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agent Carter Leroux, unique as he is the only NPC in the game to use it.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439503</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439503"/>
		<updated>2021-08-24T19:45:38Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M4A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agent Carter Leroux, unique as he is the only NPC in the game to use it.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439502</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439502"/>
		<updated>2021-08-24T19:45:14Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* M4A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
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The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
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Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
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As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
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{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
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=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
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The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
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== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
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The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
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==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
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The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
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==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
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The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
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==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
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[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
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==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
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The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
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==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
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The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
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In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
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[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
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==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
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A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
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[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
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==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
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The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
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==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
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The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
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[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
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==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
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The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
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==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
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Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
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==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
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[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
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=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
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==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
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In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
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The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
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The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
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=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
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The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
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A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
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[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
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==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
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An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
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The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agent Carter Leroux, unique as he is the only NPC in the game to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439501</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439501"/>
		<updated>2021-08-24T19:38:53Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Patriot Ordnance Factory P416 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439500</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439500"/>
		<updated>2021-08-24T19:35:41Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Heckler &amp;amp; Koch G36KA4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439261</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439261"/>
		<updated>2021-08-23T17:40:43Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* General Dynamics M197 Vulcan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3.&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439186</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439186"/>
		<updated>2021-08-23T02:22:29Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Steyr AUG A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3.&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439185</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439185"/>
		<updated>2021-08-23T02:12:28Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Dillon Aero M134 Minigun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3.&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and what appears to be made out of wood, or polymer with a wood texture. It uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted sideways.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:TD2WarhoundM134(2).jpeg&amp;diff=1439184</id>
		<title>File:TD2WarhoundM134(2).jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:TD2WarhoundM134(2).jpeg&amp;diff=1439184"/>
		<updated>2021-08-23T02:10:26Z</updated>

		<summary type="html">&lt;p&gt;Noire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439183</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1439183"/>
		<updated>2021-08-23T02:08:34Z</updated>

		<summary type="html">&lt;p&gt;Noire: /* Steyr AUG HBAR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&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;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3.&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and what appears to be made out of wood, or polymer with a wood texture. It uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted sideways.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the grip and handstop the only real permanent part of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
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The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
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{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>Noire</name></author>
	</entry>
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