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		<id>https://www.buildlogs.org/index.php?title=Wolfenstein:_The_New_Order&amp;diff=1639263</id>
		<title>Wolfenstein: The New Order</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Wolfenstein:_The_New_Order&amp;diff=1639263"/>
		<updated>2023-12-31T05:08:20Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* &amp;quot;Automatic Shotgun&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
[[Image:WTNO.jpg|thumb|300px|right|''Wolfenstein: The New Order'' (2014)]]&lt;br /&gt;
&lt;br /&gt;
'''''Wolfenstein: The New Order''''' is a first-person shooter developed by Machine Games and Bethesda Software, released in 2014 for PS3, PS4, Xbox 360, Xbox One and Windows 64-bit. It is a direct sequel to ''[[Wolfenstein]]'', and ties in to ''[[Return to Castle Wolfenstein]]'' as well. It uses Id Software's id Tech 5 engine as used in ''[[Rage (VG)|Rage]]'', in particular making use of the trademark &amp;quot;megatextures&amp;quot; where an entire level is rendered as a single massive texture.&lt;br /&gt;
&lt;br /&gt;
The story begins in an alternate 1946; the genius Nazi scientist General Deathshead has managed to prolong the war, creating giant mechanical monstrosities and beefed up pseudo-fictional weaponry. After the failure of a desperate final assault on Deathshead's fortress by the remains of the Allied forces, BJ Blazkowicz is put into a coma by shrapnel. When he wakes up again, much to his horror, the year is 1960 and the Third Reich has the world in their hands. With the help of a Polish nurse called Anya, Blazkowicz attempts to find any trace of resistance within the world to fight the Nazis, while also fighting his steadily weakening sanity...&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
''Wolfenstein: The New Order'' embraces many &amp;quot;old school&amp;quot; shooter concepts; it is singleplayer only, and the game features an unlimited inventory where the player character BJ Blazkowicz can carry every normal weapon in the game at once, and temporarily carry one mounted weapon. He can also carry a set number of grenades.&lt;br /&gt;
&lt;br /&gt;
Almost every weapon in the game has an upgrade hidden somewhere in the campaign, some of which, like the laser mod for the AR Marksman, cannot be avoided, while others like pistol suppressors are more hidden. The standout weapon, the &amp;quot;Laserkraftwerk,&amp;quot; a lumpy laser cannon, features seven different mods, though the last of these is strangely hidden, has no description and does almost nothing.&lt;br /&gt;
&lt;br /&gt;
The game features a skill system with four skill trees; these are for the most part progressive unlocks which can be earned by gaining the skill immediately before them in the list and then fulfilling the displayed conditions. One ability available from the beginning is dual-wielding almost every weapon in the game, up to assault rifles and giant belt-fed shotguns. Unusually, it is possible to have different fire modes or ammo types selected on the left and right guns.&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
The [[Luger P08]], called &amp;quot;Handgun 1946&amp;quot;, appears in 1946 as a standard weapon of the Nazi powers. It can be dual-wielded and suppressed. BJ can also use it in 1960 in his nightmare, and a gold-plated version is the weapon of Frau Engel, one of the antagonists of the game. The in-game version incorrectly holds 10 cartridges in the magazine, contrary to the real Luger, which holds 8. It's often found in the hands of resistance members.&lt;br /&gt;
&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Handgun 1946 1st Person.jpg|600px|thumb|none|BJ wields the Luger as he moves throughout Deathshead's castle.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Handgun 1946 Silencer.jpg|600px|thumb|none|BJ attaches a suppressor to his Luger as he approaches an unsuspecting soldier.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Handgun 1946 Reload.jpg|600px|thumb|none|After dispatching the soldier, BJ reloads his suppressed Luger.]]&lt;br /&gt;
[[Image:WolfNO-Luger-2.jpg|600px|thumb|none|BJ uses his Luger to take on the low-resolution forces of games past in the ''Wolfenstein 3D'' easter egg level &amp;quot;Nightmare.&amp;quot;]]&lt;br /&gt;
[[Image:Luger TNO.JPG|600px|thumb|none|During a test to see if he is a &amp;quot;true Aryan&amp;quot; administered by villain Frau Engel, BJ has to select between a series of photographs. He also can take Engel's gold-plated Luger, but this just results in him being unceremoniously obliterated by the guard robot which somehow got into the carriage.]]&lt;br /&gt;
&lt;br /&gt;
== Handgun 1960 ==&lt;br /&gt;
&lt;br /&gt;
A retro-futuristic Luger with a bulked-up barrel appears as the main sidearm of the Nazis during the 1960s; seemingly just so it looks suitably &amp;quot;Nazi&amp;quot; it retains the Luger's complicated toggle-lock rather than switching to slide operation like the [[Walther P38]]. It fires in a three-round burst like a [[Beretta 93R]] and can also be dual-wielded and suppressed. When suppressed the gun becomes single fire and a special, permanently suppressed white version of the pistol can be found on the Lunar Base. Both versions hold 20 rounds, increasing to 23 with extended magazines.&lt;br /&gt;
&lt;br /&gt;
Interestingly, prototypes of a fully-automatic Luger P08 variant were actually produced near the end of WWI in 1918; this did not agree with the toggle-lock mechanism in the slightest and led to an excessively high rate of fire and frequent failures, and the project was scrapped. The [[Mauser M712 Schnellfeuer]] would prove a more successful attempt at the concept.&lt;br /&gt;
&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:Wolfenstein_Luger.jpg|thumb|600px|none|The 1960 version of the pistol. Note the compact hexagonal suppressor and not-nearly-extended-enough magazine.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Handgun 1960 3rd Person.jpg|600px|none|thumb|As a cannibalistic BJ comes out of his coma, he acquires a new Luger.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Handgun 1960 1st Person.jpg|600px|none|thumb|BJ makes his way through the asylum as he notices the Nazis' new interior decorating.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Handgun 1960 Silencer.jpg|600px|none|thumb|Trying his best to maintain stealth, BJ attaches a suppressor to his futuristic Luger.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Handgun 1960 Space.jpg|600px|none|thumb|BJ wields a white painted Luger while in the Lunar Base.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
Oddly enough for a series that defined the FPS, ''The New Order'' is the first main ''Wolfenstein'' game to feature shotguns; the only previous entry to do so was one of the console versions of ''Return to Castle Wolfenstein''. This is in keeping with the German dislike of shotguns following their experiences with the American soldiers using the [[Winchester Model 1897|Winchester Model 1897 Trench Gun]] in WW1: they actually tried to have the shotgun banned as a weapon of war, and the only shotgun ever issued by Nazi Germany was the extremely rare [[M30 Luftwaffe Drilling]], which was designed for survival hunting rather than combat.&lt;br /&gt;
&lt;br /&gt;
== Double barreled shotgun ==&lt;br /&gt;
&lt;br /&gt;
William can use a [[Double Barreled Shotgun]] that is first found within the Asylum, then later within the sewers of Berlin. It holds 2 cartridges, firing one barrel at a time, and can be dual-wielded. It is effectively rendered obsolete as soon as the automatic shotgun is found, and more or less stops appearing at that point in the game. It has no mods.&lt;br /&gt;
&lt;br /&gt;
[[File:StevesSBS1960s.jpg|none|thumb|400px|1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Double Barrel 1st Person.jpg|600px|none|thumb|In a stereotypical manner, BJ decides the best time to use a double barrel is in an asylum. Note the strange lever reminiscent of a bolt-action rifle on the side of the weapon. It is never explained what it's for, as Blazkowicz never operates it. It's not the lever for unlocking the barrels, as that's in its standard place on the weapon.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Double Barrel Reload.jpg|600px|none|thumb|BJ reloads his double barrel so he may continue the Nazis' interior decorating.]]&lt;br /&gt;
[[File:TNOdoublebarrel.jpg|thumb|none|600px|Curiously enough, Anya's grandparents use a more traditionally modeled shotgun rather effectively against German patrols when they smuggle Blazko and Anya into Germany.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Automatic Shotgun&amp;quot;==&lt;br /&gt;
A fictional fully-automatic, belt-fed shotgun that appears to have the trigger group and pistol grip of a [[Sturmgewehr 44]] and the receiver cover of an [[MG42]] (apparently held shut with a pair of [[Luger]] toggles). First found in the Prison and can be dual-wielded, holding 20 shells apiece. Starting from the U-Boat level BJ receives &amp;quot;shrapnel rounds&amp;quot; in addition to the normal buckshot; these are a strange fictional round that coughs out glowing marble-sized projectiles which bounce off surfaces and do substantially more damage than one would reasonably expect them to. This upgrade also adds a selector and a second belt box to the weapon model.&lt;br /&gt;
[[File:Wolfenstein_shotgun.jpg|600px|thumb|none|A side view of the shotgun.]]&lt;br /&gt;
[[File:Wolfenstein_ The New Order_Shotgun 1st Person.jpg|600px|none|thumb|BJ wields his shotgun as he looks over his fallen combatants.]]&lt;br /&gt;
[[File:Wolfenstein_ The New Order_Shotgun Reload 2.jpg|600px|none|thumb|BJ reloads his shotgun. Note the extra magazine already on the shotgun: this is the one that is added when BJ acquires the &amp;quot;shrapnel&amp;quot; shells.]]&lt;br /&gt;
[[File:Fun with shotguns.jpg|600px|thumb|none|Dual-wielding shotguns. Note the shotgun's resemblance to a fatter MG42. And that armor is apparently useless before it. Not that anyone's complaining...]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== Thompson M1928A1 ==&lt;br /&gt;
&lt;br /&gt;
Blazkowicz and his fellow troops use a variant of the [[Thompson Submachine Gun#M1928/M1928A1 Thompson|Thomson M1928A1]] simply called the &amp;quot;SMG&amp;quot; with a variety of extra bits and pieces stuck to it during the 1946 opening level. Some versions seen in the hands of Allied troops have custom vertical foregrips; Blazkowicz's version never has this. It actually appears to eject small rifle casings. It is weak to the point of being practically useless, and has no equivalent in the 1960s levels; it does not itself appear in those levels either, and it has no upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928-A1 T.jpg|thumb|400px|none|Thomson M1928A1 - .45 ACP]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_SMG 1st Person.jpg|600px|none|thumb|BJ wields his Thompson as he regrets making Fergus the team's motivational speaker.]]&lt;br /&gt;
[[File:M1928 TNO.JPG|thumb|601px|none|BJ holds his vaguely updated Thompson as he ponders precisely what moving a unit back and forth between Scotland and Northern Ireland is going to achieve. The name in the lower right appears to be &amp;quot;Operation Algal Blooms,&amp;quot; which is at least an appropriately dismal codename for the invasion of Scotland.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_ SMG Reload.jpg|600px|none|thumb|BJ reloads his Thompson after interrupting an officer's dinner.]] &lt;br /&gt;
[[Image:WolfNO-Thompson-2.jpg|thumb|600px|none|After a series of unlikely events puts BJ on a second transport plane, he meets a young private named Probst Wyatt III, who is later part of an important story decision. BJ seems more interested in the fact that another soldier has managed to get a foregrip for his Thompson, however. Also of note here are the wider magazines, which resemble those of Auto-Ordinance's .30 Carbine Thompson prototype.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles =&lt;br /&gt;
&lt;br /&gt;
== StG-44 ==&lt;br /&gt;
&lt;br /&gt;
A retro-futuristic (and more robust) [[Sturmgewehr 44|StG-44]] called &amp;quot;Assault Rifle 1946&amp;quot; (and thus presumably being the StG-46) is used by the Nazis during the 1946 chapter. It holds 30 rounds and can be dual-wielded. It also appears in 1960 in the ''Wolfenstein 3D'' nightmare, replacing the original &amp;quot;Machine gun&amp;quot; from the ''Wolfenstein 3D'' (which was an [[MP40]]). There is only one magazine model in the game which has visible rounds in it, which is used for dropped mags even if they are actually empty.&lt;br /&gt;
&lt;br /&gt;
Both assault rifle variants feature a folding front grip mounted under the barrel, but this is only ever shown unfolded when NPCs are using them. This was apparently in keeping with its intention to give the weapon a more sinister, MP40-like profile.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|400px|none|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_AR46 NPC.jpg|600px|none|thumb|BJ wields his StG as he wonders if the Batman-styled cowl impairs the Nazis' vision.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_AR46 Reload.jpg|600px|none|thumb|BJ reloads his StG. Note the folded foregrip.]]&lt;br /&gt;
[[File:STG-44 TNO.JPG|thumb|none|600px|BJ holds his &amp;quot;StG-46&amp;quot; in the ''Wolfenstein 3D'' &amp;quot;nightmare&amp;quot; in 1960. This easter egg is the entire first level of ''Wolfenstein 3D'', though sadly there is no bonus for using the secret exit. Note that among all the junk added to it is what appears to be a second rear sight. The bulges on the sides are apparently supposed to be &amp;quot;bullet acceleration tanks,&amp;quot; whatever those are.]]&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle 1960 ==&lt;br /&gt;
&lt;br /&gt;
A strange hybrid of the [[Sturmgewehr 44|STG-44]] and [[Heckler &amp;amp; Koch G3]] is the main weapon of the Nazis during the 1960's. It holds 45 rounds in a triple-column magazine and can be dual-wielded. Like the StG-46, the StG-60 has a folding foregrip mounted under the barrel which is sometimes seen unfolded when enemies use it but is never used by BJ; some enemies also appear to use a burst mode which BJ cannot, the StG-60 being fullauto-only for him. Blazkowicz will sometimes fiddle with the weapon in idle animations, either checking the magazine, checking the gun is loaded, or adjusting the drum diopter rear sight.&lt;br /&gt;
&lt;br /&gt;
During the Gibraltar Bridge level, BJ comes across the upgrade, a bulky drum-fed semi-automatic micro rocket launcher which lacks any obvious trigger mechanism or means of advancing its drum; the drum is held in place by side clamps and the whole thing is swapped out to reload. For some reason, mounting it also adds a strange guard to the right-hand side of the handguard which is only particularly visible on the left-hand gun when dual wielding it after this point. BJ picks up one, which gives him two, since dual-wielding shows one on each gun. The rocket launcher is one of the few weapons effective against armoured enemies and robots, and is used by Nazi rocket troopers.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|400px|none|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File: G3A3.jpg|thumb|400px|none|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Wolfenstein Assault Rifle 1960.jpg|thumb|600px|none|Put it all together and presto! The rocket launcher still makes no sense. Note the straight triple-column magazine.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_AR60.jpg|600px|none|thumb|BJ looks out at the Gibraltar Bridge with his assault rifle. Note what seems to be an flip-up aperture sight built into the stock. ]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_AR60 Reload.jpg|600px|none|thumb|BJ reloads his &amp;quot;StG-60&amp;quot;. Note that the rocket launcher shows two rounds have been fired.]]&lt;br /&gt;
&lt;br /&gt;
= Battle rifles =&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;AR Marksman&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A semi-auto marksman version of the Assault Rifle 1960 appears as weapon of the Nazi forces in 1960; it features a different, even more bulky and boxy upper receiver and has some features of the [[Walther WA 2000]]. It mounts a scope, and is the closest the game comes to a sniper rifle. It has a noticeably larger magazine than the StG-60 and due to the weapons high stopping power, it is very likely using 7.92x57mm Mauser rounds. No soldier ever uses one until the Lunar Base, however; before that they are simply strewn around the levels for BJ to use, including some odd occasions where the player can find ammo for it in obvious spots of levels that never actually give them the weapon. It also can be dual-wielded, but due to its nature is rather unwieldy; the low ammunition cap also means it is a very wasteful use of the weapon.&lt;br /&gt;
&lt;br /&gt;
When the Lunar Base is reached it acquires an upgrade; flipping the scope aside retracts the barrel and somehow turns it from a marksman rifle into a fully-automatic laser, with the underside of the scope base acting as a charge indicator; like the Laserkraftwerk cannon and MG60, it gets ammunition from charging stations found around the game world, or by picking up batteries or the AR Marksman rifles found in the Lunar Base. Following this level, it can toggle between this mode and rifle mode at will. The science behind this is probably the same Nazi space magic that allows a brain to be preserved for 14 years using only a jamjar.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|400px|none|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|400px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[Image:AR Marksman TNO.JPG|thumb|600px|none|Concept art of the AR Marksman. Note that the stock, like with the StG-60, rather impractically includes a spare magazine in the diagonal lower section and the magazine is smaller than it is in-game, being that of a StG-60's.]]&lt;br /&gt;
[[Image:WolfNO-ARMarksman-1.jpg|thumb|600px|none|Midway through his subtle plan to infiltrate the London Nautica installation by murdering everyone in it, BJ holds an &amp;quot;AR Marksman.&amp;quot;]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Marksman Rifle Space Trooper.jpg|600px|none|thumb|BJ looks in disgust at a Space Trooper who refuses to use his foregrip.]]&lt;br /&gt;
[[Image:WolfNO-ARMarksman-2.jpg|thumb|600px|none|A Nazi space marine reacts in surprise as BJ uses the laser mode of the AR Marksman to enact his cunning wall-shooting plan. Note the scope flips up off a RIS rail, despite the base having no means of actually interfacing with it.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== Machine Gun 1946 ==&lt;br /&gt;
&lt;br /&gt;
A bizarre weapon called &amp;quot;Machine Gun 1946&amp;quot; resembling a massively bulky [[MG42]] with a minigun assembly made of four barrels with MG42 barrel shrouds and conical flash suppressors. It appears in 1946, and can be picked up during a fight with several old-model Ubersoldats in a forgotten storage area found in 1960. It can be removed from its stand and carried around, but it has a small capacity and cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG42 with sling and bipod collapsed - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:FrenchartbookMG46.jpg|thumb|600px|none|Concept art of the &amp;quot;MG46&amp;quot; from the French edition of the artbook.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_MG46 Mounted.jpg|600px|none|thumb|BJ comes across an MG46 mounted to a rail while storming Deathshead's compound.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_MG46 Mounted Use.jpg|600px|none|thumb|BJ uses a mounted MG46 to great effect.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_MG46 Dismounted.jpg|600px|none|thumb|Deciding that one MG42 is not enough, BJ wields the multi-barreled MG46.]]&lt;br /&gt;
[[File:MG42 Minigun (MG46?).jpg|thumb|600px|none|BJ holds the MG46 as he assaults Deathshead's fortress. Note that the rotary barrel rig apparently does not prevent the gun generating enough heat from a short burst to turn the barrels orange-hot, presumably meaning it expends more of the energy from the propellant in heating the barrel group than firing the bullets.]]&lt;br /&gt;
&lt;br /&gt;
== Machine Gun 1960 ==&lt;br /&gt;
&lt;br /&gt;
The MG46 minigun is then replaced by an equally [[MG42]]-like weapon in 1960. This version only has a single barrel, but fires red lasers that offers more damage than the MG46; it can also destroy metal gratings and wire fences to open new areas or expose enemies in cover, and is highly effective against armour. Like the Lasekraftwerk and AR Marksman's laser mode, it is powered by a battery; this can be recharged by placing the MG60 back in its mounting or by using charging stations found in the game world.&lt;br /&gt;
&lt;br /&gt;
[[File:Wolfenstein-the-new-order MG60.jpg|thumb|600px|none|Side view of the &amp;quot;MG60,&amp;quot; which appears to have been designed by the Strogg.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_MG60 Mounted.jpg|600px|none|thumb|While in the London Nautica, BJ comes across an MG60 mounted on a not nearly big enough tripod.]] &lt;br /&gt;
[[Image:Wolfenstein_ The New Order_MG60 Mounted Use.jpg|600px|none|thumb|BJ mounts an MG60 while attacking the London Nautica.]] &lt;br /&gt;
[[File:Wolfenstein-machine-gun.jpg|thumb|601px|none|BJ brandishes an MG60 as he makes his way through the Nazi moonbase (really). In first person it looks like an MG42 with most of a jetski haphazardly attached to it; the battery is the drum to the right, which rotates and glows to show the weapon's charge (going dim and spinning more slowly as the charge is depleted) and opens to charge.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_MG60 Reload.jpg|600px|none|thumb|BJ recharges his MG60.]]&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
== Eihandgranate 39 ==&lt;br /&gt;
A [[Model 39 Eihandgranate]] is used by Wilhelm Strasse in a rather spoiler-tastic part at the end of the game.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|200px|none|Einhandgranate Model 39]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stielhandgranate 24 ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is the standard issue hand grenade of the Nazi's in 1946. An updated version appears in 1960 as the &amp;quot;Telsa Grenade&amp;quot; that has the ability to temporarily short-circuit various mechanical enemies. &lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|400px|none|Model 24 Stielhandgranate]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_1946 Grenade 1st Person.jpg|600px|none|thumb|BJ prepares for a very serious game of fetch with a Kampfhund.]]&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|400px|none|Model 24 with fragmentation sleeve-the Telsa Grenade has a different shaped head, but has a texture roughly similar to this.]]&lt;br /&gt;
[[Image:Wolfenstein_ The New Order_Tesla Grenade.jpg|600px|none|thumb|BJ finds it wise to throw a grenade while in a submarine.]]&lt;br /&gt;
&lt;br /&gt;
== Browning M2 Aircraft ==&lt;br /&gt;
&lt;br /&gt;
During the introductory level, the transport plane squadron is escorted by a flight of Rolls-Royce Mustang Mk. X fighters, a British experimental variant of the P-51 Mustang of which only five prototypes were built. None ever carried any armament. In the game they are equipped with four guns on their wings; since they are in US service, the smaller ones are presumably the [[Browning M2 Aircraft]]. M2-like guns are also mounted in the ridiculous 12-gun turrets of the transport planes; each one has two such turrets on the nose and two on the tail.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[Image:WolfNO-Mustang-1.jpg|thumb|none|600px|A Rolls-Royce Mustang escorts the startlingly hideous transport planes during the game's intro.]]&lt;br /&gt;
[[Image:WOlfNO-Sillyturret-1.jpg|thumb|none|600px|Under attack from Nazi Horton-IX flying wing fighters with added bizarre giant glowy engine inlets, BJ acts quickly and takes control of the giant heap of guns someone thoughtfully threw on the front of his plane. Oddly, even though the B-29 had remote-operated turrets, this nameless monstrosity has reverted back to manned ones.]]&lt;br /&gt;
[[Image:WolfNO-Sillyturret-2.jpg|thumb|none|600px|Later, under assault from some combination of flying wings and the laws of aerodynamics, another of the giant transports goes down, showing off its dual nose turrets. These appear to be based on the quad M2 Browning tail turret mounted on the B-52 until the G version, minus the bulged fire control radar on the front. Despite each plane carrying gun armament equivalent to almost four B-17Gs, they are not at all good at defending themselves.]]&lt;br /&gt;
&lt;br /&gt;
== Hispano-Suiza HS.404 ==&lt;br /&gt;
&lt;br /&gt;
The larger guns on the Rolls-Royce Mustang Mk. X fighters appear to be some variant of the [[Hispano-Suiza HS.404]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[Image:WolfNO-Mustang-2.jpg|thumb|none|600px|One of the escorting planes decides to say hello to BJ, the Hispano-Suiza HS.404 visible on the right wing towards the bottom of the image.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
&lt;br /&gt;
During the assault on Deathshead's fortress, a number of very shiny FlaK 36s can be seen; it is possible for BJ to take control of two of them, one of which can be used to destroy the giant &amp;quot;Stomper&amp;quot; vehicle attacking the trenches, though there is no actual point to doing this. Two more can be found during the first phase of the final confrontation on the roof of Deathshead's fortress. As in more or less every game that features WW2 heavy weapons, BJ can operate the FlaK 36, which would normally require a crew of at least eight, by himself. They are fitted with an AA gunsight not resembling anything the FlaK series ever mounted: it appears to instead be based on the sights mounted on naval [[Bofors 40mm]] guns.&lt;br /&gt;
&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[Image:WolfNewOrder-FlaK-1.jpg|thumb|none|600px|BJ looks up at a FlaK 36, wondering when the Nazis had time to polish it. Note that the cruciform base incorrectly has four identical legs; two of them should not have pivots. Note also that the breech is much too high up; it is not even in line with the barrel.]]&lt;br /&gt;
[[Image:WolfNO-FlaK-2.jpg|thumb|none|600px|Looking over another FlaK as the Stomper continues its reign of ineffectual terror down on the beach, BJ is puzzled by the made-up antiaircraft iron sight mounted on the side. The real FlaK 38 used a ZF20 or 20E telescopic sight for direct fire and Rundblickfernrohr 32 panoramic telescopic sight for target finding. The Rbl. F. 32 is completely missing; it should be mounted on the recuperator cylinder on top of the gun.]]&lt;br /&gt;
&lt;br /&gt;
{{Wolfenstein}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=1639212</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=1639212"/>
		<updated>2023-12-30T21:37:12Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* IWI Galil ACE 22 */ I'm almost positive that's what the charging handle is. What I can't figure out, for the absolute life of me, is why.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is a spin-off entry in the ''[[Battlefield]]'' first-person shooter series (released between ''[[Battlefield 4]]'' and ''[[Battlefield 1]]''), developed by Visceral Games instead of DICE. Instead of pitting armies against each other, the game focuses on the &amp;quot;war&amp;quot; between criminals and police.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class (a pseudo analogue to the Support), wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand-in for the Engineer, using sub-machine guns and revolvers. Due to a lesser emphasis on vehicles, the Mechanic now gets more unique equipment like torso armor or the deployable spawn point, though still retains a 40mm grenade launcher and repair tool&lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All of the classes are capable of equipping a zip-line crossbow, grappling hook launcher, gas mask, or a driving upgrade in place of either or both of their unique gadgets.&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available as parts of loadouts, but can be found as &amp;quot;Battle Pickups&amp;quot; at fixed locations on the maps, or taken from the trunk of a car if the proper upgrade has been purchased for it.&lt;br /&gt;
&lt;br /&gt;
As in many prior ''Battlefield'' games, most weapons are exclusive to one side when purchased, such as the Saiga .308 being only usable by the criminals, or the SCAR-H only being usable by the police. However, obtaining 1250 kills with a specific weapon allows players to purchase a Weapon License, letting them use it regardless of their team.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific, sorted in different categories. The Operator kit uses the lower-caliber semi-automatics, such as the 92FS and Glock 17. The Mechanic uses revolvers, including the Judge. The Enforcer kit uses heavier pistols such as the M1911 and Desert Eagle, and the Professional uses machine pistols such as the Glock 18 and MAC-10.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with improved ironsights. In single-player it is also a default weapon for Nick Mendoza.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock 92FS in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|92FS iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Holding the 92FS.]]&lt;br /&gt;
[[File:BFH 92FS 1.jpg|thumb|none|600px|A sneaky SWAT operator with a kitted-out 92FS.]]&lt;br /&gt;
[[File:BFH 92FS 2.jpg|thumb|none|600px|The suppressor blocks out the default iron sights, though.]]&lt;br /&gt;
[[File:BFH 92FS 3.jpg|thumb|none|600px|Firing the Beretta. The slide doesn't go as far back as it should, this is also true when the pistol locks empty.]]&lt;br /&gt;
[[File:BFH 92FS 4.jpg|thumb|none|600px|A frame of the mid-reload animation. Note the Inforce APL weapon light.]]&lt;br /&gt;
[[File:BFH 92FS 5.jpg|thumb|none|600px|Dropping out an empty magazine. Note that the trigger is in double action mode, despite the weapon always being used in single action.]]&lt;br /&gt;
[[File:BFH 92FS 6.jpg|thumb|none|600px|Powerstroking the 92FS's slide.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] was originally one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from ''[[Battlefield 3]]'' which, of course, is a normal [[Beretta 92FS|92FS]] made to resemble the 93R. Unlike ''Battlefield 4'''s model, it has the extended magazine and ported barrel as it had in ''Battlefield 3''. It is the only burst-fire machine pistol and is exclusive to Law Enforcement Professional Class.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
[[Image:BFH 93R 01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH 93R 02.jpg|thumb|none|600px|Reloading]] &lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike ''Battlefield 4'''s version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
[[Image:BFH CZ75 01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH CZ75 02.jpg|thumb|none|600px|Iron sights]]&lt;br /&gt;
[[Image:BFH CZ75 03.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
[[File:BFH CZ75 1.jpg|thumb|none|600px|Racking the Shadow's slide from empty.]]&lt;br /&gt;
[[File:BFH CZ75 2.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Originally cut from release, the [[FN Five-seveN]] appears as the &amp;quot;FN57&amp;quot; in an update released alongside the Robbery DLC. It is an all-class sidearm, and it holds 20+1 rounds.&lt;br /&gt;
[[Image:Five-seveN USG OD Gre.jpg|thumb|none|350px|FN Five-seveN ODG (Olive Drab Green) - FN 5.7×28mm]]&lt;br /&gt;
[[Image:BFH FN57 01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH FN57 02.jpg|thumb|none|600px|Iron sights]] &lt;br /&gt;
[[Image:BFH FN57 03.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
[[File:BFH FN57 1.jpg|thumb|none|600px|Aiming a Five-seveN with &amp;quot;Improved Iron Sights.&amp;quot;]]&lt;br /&gt;
[[File:BFH FN57 2.jpg|thumb|none|600px|Releasing a used magazine.]]&lt;br /&gt;
[[File:BFH FN57 3.jpg|thumb|none|600px|Mashing in a fresh one.]]&lt;br /&gt;
[[FIle:BFH FN57 4.jpg|thumb|none|600px|The FN57, empty.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' with a new model as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2. It has the highest magazine capacity in its class, just ahead of the CZ-75, and has a much higher firecap than the other semi-automatic handguns. A variant outfitted as a racegun is available in the Getaway DLC as the &amp;quot;G17 Race&amp;quot;; this one is an all-kit weapon and fitted with a red dot sight and a compensator.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:BFH G17 01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH G17 02.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
[[Image:BFH G17 03.jpg|thumb|none|600px|Iron sights]]&lt;br /&gt;
[[Image:BFH Glock.jpg|thumb|none|600px|Khai holds up drug kingpin Neil Roark on his own webcam with a Glock 17.]]&lt;br /&gt;
[[File:Carver Custom G17.jpg|thumb|none|350px|Glock 17 race gun - 9x19mm. Similar to the in-game weapon.]]&lt;br /&gt;
[[Image:BFH G17RACE 01.jpg|thumb|none|600px|&amp;quot;G17 RACE&amp;quot; variant]]&lt;br /&gt;
[[Image:BFH G17RACE 02.jpg|thumb|none|600px|Firing the &amp;quot;G17 RACE&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class; it is incorrectly named the 'G18C', which refers to the version with compensator cuts on the slide and barrel. Its model is ported from ''Battlefield 4''’s Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector. It comes with a Laser Sight by default. Incidentally, it shares its Battlelog render with the Glock 17.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:BFH G18 01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH G18 02.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams. During the June 2014 beta, it was called &amp;quot;HK45C&amp;quot;, but was (incorrectly) renamed to the &amp;quot;45T&amp;quot; by the February 2015 beta. By default it comes with a Mini Reflex sight. It is also used by several characters throughout the story.&lt;br /&gt;
[[Image:H&amp;amp;K HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock HK45C in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|HK45C iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the HK45C]]&lt;br /&gt;
[[Image:BFH HK45C.jpg|thumb|none|600px|Nick performs an ammo check after acquiring a HK45C in the silo in the &amp;quot;Sovereign Land&amp;quot; episode. Note the &amp;quot;PO 45&amp;quot; trademark on the grip.]]&lt;br /&gt;
[[File:BFH HK45 1.jpg|thumb|none|600px|Aiming a HK45C with a rather large Silencerco Osprey .45 suppressor.]]&lt;br /&gt;
[[File:BFH HK45 2.jpg|thumb|none|600px|Firing the HK45. Which would be rather hard to do without the firing pin.]]&lt;br /&gt;
[[File:BFH HK45 3.jpg|thumb|none|600px|The Osprey is almost as big as the gun itself.]]&lt;br /&gt;
[[File:BFH HK45 4.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:BFH HK45 5.jpg|thumb|none|600px|Releasing the slide on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[IMI Desert Eagle Mark XIX]] appears once again from ''Battlefield 4'' although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in ''Battlefield 4'', this Desert Eagle has a chrome finish as opposed to blued and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2. A gold-plated version is also used by the VIP in the Crosshair game mode.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|Desert Eagle in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|Desert Eagle in-game]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the Desert Eagle. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
[[File:BFH DE 1.jpg|thumb|none|600px|The &amp;quot;Bald Eagle&amp;quot; in idle.]]&lt;br /&gt;
[[File:BFH DE 2.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[File:BFH DE 3.jpg|thumb|none|600px|Illuminated ironsights.]]&lt;br /&gt;
[[File:BFH DE 4.jpg|thumb|none|600px|The far more boring normal Desert Eagle reload.]]&lt;br /&gt;
[[File:BFH DE 5.jpg|thumb|none|600px|This one's been customized to resemble the two-tone Desert Eagle from ''[[Call of Duty: Modern Warfare 2]]''.]]&lt;br /&gt;
[[File:BFH DE 6.jpg|thumb|none|600px|The empty reload.]]&lt;br /&gt;
[[File:BFH DE 7.jpg|thumb|none|600px|Chambering a .50AE round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] in .40 S&amp;amp;W appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[Image:BFH P226R 01.jpg|thumb|none|600px|The SIG P226 in idle.]] &lt;br /&gt;
[[Image:BFH P226R 02.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:BFH P226 1.jpg|thumb|none|600px|Aiming the 226.]]&lt;br /&gt;
[[File:BFH P226 2.jpg|thumb|none|600px|The mid-magazine reload.]]&lt;br /&gt;
[[File:BFH P226 3.jpg|thumb|none|600px|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40|Smith &amp;amp; Wesson M&amp;amp;P40 Pro]] appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. By default, it is only available to the Criminals' Enforcer; this is rather odd, considering the weapon's name ('''M'''ilitary '''&amp;amp;''' '''P'''olice). It has slightly less power than the other Enforcer handguns, but compensates for this with a higher magazine capacity, acting a bit more like one of the Operator's sidearms.&lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40-Pro.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P40 Pro - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|The M&amp;amp;P40 Pro in the selection menu.]]&lt;br /&gt;
[[Image:BFH Pro 02.jpg|thumb|none|600px|The M&amp;amp;P in the game's target-practice shooting range.]]&lt;br /&gt;
[[Image:BFH Pro 01.jpg|thumb|none|600px|The pistol's default iron sights...]]&lt;br /&gt;
[[File:BFH M&amp;amp;P 3.jpg|thumb|none|600px|...and its upgraded ones.]]&lt;br /&gt;
[[File:BFH M&amp;amp;P 1.jpg|thumb|none|600px|Slamming in a new magazine.]]&lt;br /&gt;
[[File:BFH M&amp;amp;P 2.jpg|thumb|none|600px|A shot from the empty reload animation, just a few frames from releasing the slide. Note that, for whatever reason, the portion of the barrel visible through the ejection port is incorrectly treated as a fixed part of the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the ''[[Battlefield]]'' series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, holding 8 rounds in the cylinder. It appears under the name &amp;quot;.357 RS&amp;quot;.&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
[[Image:BFH_357RS_01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH_357RS_02.jpg|thumb|none|600px|Iron sights]]&lt;br /&gt;
[[Image:BFH_357RS_03.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
[[File:BFH 327 1.jpg|thumb|none|600px|The Improved Iron Sights attachment brings the sight picture a lot closer, for some reason.]]&lt;br /&gt;
[[File:BFH 327 2.jpg|thumb|none|600px|Ratcheting the cylinder shut.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight - .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights. ]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
[[File:BFH 642 1.jpg|thumb|none|600px|Ejecting the 642's cylinder.]]&lt;br /&gt;
[[File:BFH 642 2.jpg|thumb|none|600px|About to cowboy the Smith &amp;amp; Wesson's cylinder shut. Don't try this at home, kids.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] snub nose version of the [[Taurus Judge]] appears as the &amp;quot;.410 Jury&amp;quot;. It is unlocked for both teams by completing Mechanic Assignment 2.&lt;br /&gt;
[[File:Taurus Judge Public Defender.jpg|thumb|none|350px|Taurus 4510PLYFS-SS2 - .45 Long Colt/.410 Bore]]&lt;br /&gt;
[[Image:BFH Jury 01.jpg|thumb|none|600px|Iron sights]]&lt;br /&gt;
[[Image:BFH Jury 02.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH Jury 03.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
[[File:BFH Judge 1.jpg|thumb|none|600px|The illuminated sights on the 4510PLYFS.]]&lt;br /&gt;
[[File:BFH Judge 2.jpg|thumb|none|600px|Hitting the ejection rod.]]&lt;br /&gt;
[[File:BFH Judge 3.jpg|thumb|none|600px|Snapping the cylinder shut in a rather flamboyant manner; it seems to have gone a little bit too far through the frame, however!]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior ''Battlefield'' games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
[[Image:BFH Taurus 44 01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH Taurus 44 02.jpg|thumb|none|600px|Iron sights]]&lt;br /&gt;
[[Image:BFH Taurus 44 03.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
[[File:BFH T44 1.jpg|thumb|none|600px|The upgraded sights on the Taurus 44.]]&lt;br /&gt;
[[File:BFH T44 2.jpg|thumb|none|600px|Closing the cylinder, apparently it was loaded with intangible ammunition.]]&lt;br /&gt;
[[File:BFH TaurusACE.jpg|thumb|none|600px|Tony Alpert brandishes a Taurus Model 44 in his desert compound.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from ''[[Battlefield 4]]'', somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. It can be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added and the slight misalignment of the sights has been fixed.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers Tactical 1911 as the &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
[[Image:BFH 1911 02.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[Image:BFH 1911 03.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[Image:BFH 1911 04.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[File:BFH 1911 1.jpg|thumb|none|600px|The upgraded sights of the Vickers 1911, with a red front post.]]&lt;br /&gt;
[[File:BFH 1911 2.jpg|thumb|none|600px|Ejecting a partially-full mag from the 1911.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M12S==&lt;br /&gt;
The [[Beretta M12]]S is available in the Getaway DLC for the Law Enforcement Mechanic. As with the Carl Gustav M/45, the bolt is pulled back at the start of an empty reload.&lt;br /&gt;
[[Image:BerettaPM12S.jpg|thumb|none|400px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[Image:BFH M12S 01.jpg|thumb|none|600px|The Beretta M12S in idle.]]&lt;br /&gt;
[[Image:BFH M12S.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[Image:BFH M12S 02.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[Image:BFH M12S 03.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is available in the Betrayal DLC.&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|400px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:BFH MX4 01.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[Image:BFH MX4 02.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:BFH MX4 1.jpg|thumb|none|600px|Dropping out a magazine from the Mx4.]]&lt;br /&gt;
[[File:BFH MX4 2.jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[Image:BFH MX4 03.jpg|thumb|none|600px|Charging the Mx4.]]&lt;br /&gt;
[[File:BFH MX4 3.jpg|thumb|none|600px|The menu entry of the Mx4 shows it with the heavy barrel, akin to the civilian Cx4.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] is available in the Betrayal DLC as a sidearm for Law Enforcement snipers.&lt;br /&gt;
[[Image:Mp9tmp.jpg|thumb|none|300px|Brügger &amp;amp; Thomet MP9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH MP9 02.jpg|thumb|none|600px|The MP9 in idle.]]&lt;br /&gt;
[[Image:BFH MP9 01.jpg|thumb|none|600px|Iron sights of the MP9.]]&lt;br /&gt;
[[Image:BFH MP9 03.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFH MP9 1.jpg|thumb|none|600px|A dusty MP9 with a Trijicon RMR sight.]]&lt;br /&gt;
[[File:BFH MP9 2.jpg|thumb|none|600px|Thumbing the MP9's bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team. It holds 36 rounds with no extra in the chamber and unlike other open-bolt weapons in the game, the bolt is pulled back at the start of an empty reload rather than the end.&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Carl Gustav M/45 - 9x19mm‎]]&lt;br /&gt;
[[Image:BFH M45 01.jpg|thumb|none|600px|The M/45 in idle.]]&lt;br /&gt;
[[Image:BFH M45 02.jpg|thumb|none|600px|Aiming; note the sights are misaligned.]]&lt;br /&gt;
[[File:BFH M45 1.jpg|thumb|none|600px|The misalignment is still present when attaching optics as seen on this Aimpoint Micro T-1.]]&lt;br /&gt;
[[Image:BFH M45 03.jpg|thumb|none|600px|Pulling the bolt back when reloading from empty.]]&lt;br /&gt;
[[Image:BFH M45 04.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A]] appears as the &amp;quot;Scorpion&amp;quot; in the Robbery DLC. Despite the underbarrel rail, it cannot mount a foregrip, a trait shared with SIG MPX in-game.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A - 9x19mm]]&lt;br /&gt;
[[Image:BFH Scoprion 01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH Scorpion 02.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
[[File:BFH Scorpion 1.jpg|thumb|none|600px|Aiming a Scorpion fitted with a Trijicon RX01.]]&lt;br /&gt;
[[File:BFH Scorpion 2.jpg|thumb|none|600px|The reflex sight is mounted rather far forward on the gun, for some reason.]]&lt;br /&gt;
[[File:BFH Scorpion 3.jpg|thumb|none|600px|Chambering the Evo 3 A.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear similar to the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm FN]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|P90 TR being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|P90 TR iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock P90 TR in the loadout menu]]&lt;br /&gt;
[[File:BFH P90 1.jpg|thumb|none|600px|Removing a spent mag from the P90TR.]]&lt;br /&gt;
[[File:BFH P90 2.jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFH P90 3.jpg|thumb|none|600px|Charging the FN P90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] is available in the Getaway DLC for the Law Enforcement Mechanic. It appears as &amp;quot;M5 Navy&amp;quot;, and by default is shown with a 15-round magazine that holds 30 rounds.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[Image:BFH MP5 03.jpg|thumb|none|600px|The MP5A4 in idle.]]&lt;br /&gt;
[[Image:BFH MP5 01.jpg|thumb|none|600px|Iron sights.]] &lt;br /&gt;
[[Image:BFH MP5 02.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
[[File:BFH MP5 1.jpg|thumb|none|600px|HK-slapping an MP5 with a Surefire railed forend.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5KA4]] is an available sub-machine gun for the Mechanic class of both teams. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into an actual MP5K-PDW.&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
[[Image:BFH MP5K 01.jpg|thumb|none|600px|The H&amp;amp;K MP5K on the firing range.]]&lt;br /&gt;
[[File:BFH MP5K 1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[Image:BFH MP5K 02.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFH MP5K 03.jpg|thumb|none|600px|Charging. The bolt is not locked back on an empty reload, unlike the other two MP5 variants added to the game.]]&lt;br /&gt;
[[File:BFH MP5K 2.jpg|thumb|none|600px|Reloading the MP5K-PDW. Note the sling mount is still present on the buttcap, clipping into the PDW stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD5]] is available in the Getaway DLC. Appears as &amp;quot;M5SD&amp;quot;, and like the &amp;quot;M5 Navy&amp;quot;, it is also shown with a 15-round magazine that holds 30 rounds. It's the third submachine gun that is available to all classes, the first two being M1A1 Thompson and MP7A1.&lt;br /&gt;
[[Image:H&amp;amp;K-MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
[[Image:BFH MP5SD 01.jpg|thumb|none|600px|Idle]]&lt;br /&gt;
[[Image:BFH MP5SD 02.jpg|thumb|none|600px|Iron sights]]&lt;br /&gt;
[[Image:BFH MP5SD 03.jpg|thumb|none|600px|Reloading]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|MP7A1]] appears as the &amp;quot;MP7&amp;quot; in the Robbery DLC. It comes with a default 40-round magazine, and is another weapon that can be used by all classes of both Law Enforcement and Criminals.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BFH MP7 01.jpg|thumb|none|600px|The MP7A1 in idle.]]&lt;br /&gt;
[[Image:BFH MP7 02.jpg|thumb|none|600px|Iron sights. The misalignment from BF4 was fixed.]]&lt;br /&gt;
[[Image:BFH MP7 03.jpg|thumb|none|600px|Inserting a magzine on the empty reload.]]&lt;br /&gt;
[[File:BFH MP7 1.jpg|thumb|none|600px|The mid-reload animation is basically the same as it was in ''Medal of Honor: Warfighter'' and ''Battlefield 4''.]]&lt;br /&gt;
[[File:BFH MP7 2.jpg|thumb|none|600px|Releasing the MP7's bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] is available in the Getaway DLC for both factions' Mechanic. For some reason it shares Battlelog render with UMP45, but the ingame model correctly has the curved magazine. Like the UMP45, the charging handle incorrectly locks back when the last round is fired.&lt;br /&gt;
[[Image:Hk ump9.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:BFH UMP9 (1).jpg|thumb|none|600px|The UMP9 on the Gun Bench range.]]&lt;br /&gt;
[[File:BFH UMP9 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFH UMP9 (3).jpg|thumb|none|600px|Reloading a 9mm magazine.]]&lt;br /&gt;
[[File:BFH UMP9-(4).jpg|thumb|none|600px|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in ''[[Battlefield 4]]''. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it was available to purchase for the Law Enforcement Mechanic. After the beta, the UMP45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP45 in the loadout menu]]&lt;br /&gt;
[[Image:BFH UMP.jpg|thumb|none|600px|A SWAT operator holds up Tyson Latchford with his UMP45.]]&lt;br /&gt;
[[File:BFH UMP45 1.jpg|thumb|none|600px|A souped-up UMP45 in multiplayer.]]&lt;br /&gt;
[[File:BFH UMP45 2.jpg|thumb|none|600px|ADS of the Aimpoint sight.]]&lt;br /&gt;
[[File:BFH UMP45 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFH UMP45 4.jpg|thumb|none|600px|Giving the bolt release a tap.]]&lt;br /&gt;
&lt;br /&gt;
==Homemade submachine gun==&lt;br /&gt;
A homemade submachine gun, based on a weapon seized by Brazilian police, is available to the Criminals in the Betrayal DLC as the &amp;quot;Improvised Gun&amp;quot;. Its only attachment is a similarly-improvised oil filter can suppressor, unlocked at 70 kills.&lt;br /&gt;
[[Image:HardlineSMG.jpg|thumb|none|400px|Brazilian home-made SMG seized by police - probably 9x19mm Parabellum]]&lt;br /&gt;
[[File:BFH PALuty 1.jpg|thumb|none|600px|Looking down an alley with the &amp;quot;Improvised Gun.&amp;quot;]]&lt;br /&gt;
[[File:BFH PALuty 3.jpg|thumb|none|600px|Aiming the homebrew SMG.]]&lt;br /&gt;
[[File:BFH PALuty 4.jpg|thumb|none|600px|Firing the SMG.]]&lt;br /&gt;
[[File:BFH PALuty 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFH PALuty 5.jpg|thumb|none|600px|The magazine release tab ahead of the magwell is never used.]]&lt;br /&gt;
[[File:BFH PALuty 6.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0. It has a unique bolt handle that extends to the left.&lt;br /&gt;
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
[[File:BFH Uzi 1.jpg|thumb|none|600px|Reloading a suppressed IMI Uzi.]]&lt;br /&gt;
[[File:BFH Uzi 2.jpg|thumb|none|600px|Locking the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has a Masterpiece Arms upper receiver, which adds a full-length top rail and relocates the bolt handle to the left side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and is portrayed as being able track +1 round in the chamber despite being an open bolt weapon (although the MPA pistol clones are closed bolt for legal reasons; the in-game gun could be some sort of select-fire, closed bolt conversion).&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
[[File:BFH M10 1.jpg|thumb|none|600px|Looking for trouble with the MAC-10. The top rail is absent unless optics are equipped.]]&lt;br /&gt;
[[File:BFH M10 2.jpg|thumb|none|600px|Aiming the M10.]]&lt;br /&gt;
[[File:BFH M10 3.jpg|thumb|none|600px|Ditto, but with the stock extended.]]&lt;br /&gt;
[[File:BFH M10 4.jpg|thumb|none|600px|However, it isn't really extended particularly or usefully far out enough.]]&lt;br /&gt;
[[File:BFH M10 5.jpg|thumb|none|600px|Reloading the Ingram.]]&lt;br /&gt;
[[File:BFH M10 6.jpg|thumb|none|600px|Pulling the charging handle, which causes the barrel to notably slide into it's shroud and pop back out.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
[[File:BFH Tec9 1.jpg|thumb|none|600px|The upgraded iron sights cause the sight picture to held further out, seemingly the opposite of the S&amp;amp;W 327.]]&lt;br /&gt;
[[File:BFH Tec9 2.jpg|thumb|none|600px|Firing the TEC-9.]]&lt;br /&gt;
[[File:BFH Tec9 3.jpg|thumb|none|600px|Removing a spent magazine.]]&lt;br /&gt;
[[File:BFH Tec9 4.jpg|thumb|none|600px|In with a new one.]]&lt;br /&gt;
[[File:BFH Tec9 6.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The [[TDI Vector|KRISS K10]] appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low. It also has a slightly below-average magazine size of 25+1 in multiplayer, and 27+1 in singleplayer. Its use in the game is incorrect, since the K10 never made it past SHOT Show 2013, and seems to have been cancelled.&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm / .40 S&amp;amp;W]]&lt;br /&gt;
[[File:BFH K10 1.jpg|thumb|none|600px|A cop looks at a suspicious dumpster with the KRISS K10.]]&lt;br /&gt;
[[File:BFH K10 2.jpg|thumb|none|600px|ADS of the Troy BUIS.]]&lt;br /&gt;
[[File:BFH K10 3.jpg|thumb|none|600px|The empty K10.]]&lt;br /&gt;
[[File:BFH K10 4.jpg|thumb|none|600px|Mashing in a magazine.]]&lt;br /&gt;
[[File:BFH K10 5.jpg|thumb|none|600px|Tugging the rather distinctive charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] is introduced in patch 1.04 that was released alongside the Criminal Activity expansion, although the expansion is not required to own the weapon, which appears simply as ''M1A1''. It was the first of a few primary weapons that can be used by all classes. It is equipped with a 30-round magazine by default, and the extended magazine incorrectly gives it the 50-round drum, despite the real M1/M1A1 Thompson not accepting the 50 round drum magazines used on the M1921/M1928A1. It can also equip a classic wooden vertical foregrip as a &amp;quot;stubby grip&amp;quot;, but no barrel attachments or different sights. Unlike other weapons, it cannot use camouflages, instead only able to use the Bronze, Silver, or Gold finishes.&lt;br /&gt;
&lt;br /&gt;
Interestingly, no bolt operation is seen when the weapon is reloaded while empty. This makes sense, since the Thompson is an open-bolt weapon, and thus wouldn't need to be cocked if the user lets their finger off of the trigger immediately after sending the bolt forward for the last shot. Nevertheless, this exception is only seen on this weapon among the open bolt weapons of Hardline, and is a rare sight in video games.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFH M1A1.jpg|thumb|none|600px|Unmodified M1A1 Thompson in the loadout menu.]]&lt;br /&gt;
[[Image:BFH M1A1 fgrip ext mag.jpg|thumb|none|600px|M1A1 with 50-round drum magazine and classic vertical foregrip.]]&lt;br /&gt;
[[File:BFH M1A1Thompson.jpg|thumb|none|600px|M1A1 Thompson in first person.]]&lt;br /&gt;
[[File:BFH M1A1Thompson-1.jpg|thumb|none|600px|Trademark iron sights of the M1A1.]]&lt;br /&gt;
[[File:BFH M1A1Thompson-2.jpg|thumb|none|600px|The spent magazine is rather dramatically dumped out; the operator somewhat awkwardly uses his dominant hand to load in a fresh one, all while the bolt remains in battery.]]&lt;br /&gt;
[[File:BFH M1A1 1.jpg|thumb|none|600px|The Thompson with the 50 round drum magazine and vertical foregrip.]]&lt;br /&gt;
[[File:BFH M1A1 2.jpg|thumb|none|600px|Reloading again, with the drum dumped.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment. By default, it is equipped with a red dot and laser sight. Its availability in the game is odd, considering that the real weapon never went into full production.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFH FMG9 01.jpg|thumb|none|600px|Unmodified FMG-9 in the loadout menu.]]&lt;br /&gt;
[[File:BFH FMG-9 (1).jpg|thumb|none|600px|Equipping the FMG-9 results in its signature deployment from a box into a SMG.]]&lt;br /&gt;
[[File:BFH FMG-9 (2).jpg|thumb|none|600px|Nick holds the Magpul FMG in the final mission.]]&lt;br /&gt;
[[File:BFH FMG-9 (3).jpg|thumb|none|600px|Aiming with the carry handle mounted sights.]]&lt;br /&gt;
[[File:BFH FMG-9 (4).jpg|thumb|none|600px|Reloading the FMG-9.]]&lt;br /&gt;
[[File:BFH FMG-9 (5).jpg|thumb|none|600px|The charging handle is used when empty rather than the slide catch.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz. 61 Skorpion==&lt;br /&gt;
Dual-wielded [[Sa. Vz. 61 Skorpion]]s are available in the Betrayal DLC, and are the only fully-automatic sidearms that are available to all classes. The ammo count apparently treats the pair of Skorpions as a single weapon, as it oddly has a capacity of 31+1 rounds instead of 30+2 like it is supposed to, aside from the fact that it should actually be 40+2 since there is no 15-round magazine for the Vz. 61 Skorpion in reality. The rate of fire is also a bit low - a real VZ.61 fires at around 800-900 RPM, meaning that a pair of Skorpions should have around 1,600-1,800 RPM, but the in-game fire rate is 1300 RPM. &lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:BFH Vz61 1.jpg|thumb|none|600px|A smug crook posing with his Skorpions.]]&lt;br /&gt;
[[File:BFH Vz61 2.jpg|thumb|none|600px|He seems to have ended up in the wrong place, instead of [[Matrix,_The#Yugoslav_Model_61_Skorpion|the lobby a particular skyscraper.]]]]&lt;br /&gt;
[[File:BFH Vz61 3.jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:BFH Vz61 4.jpg|thumb|none|600px|Crawling with the Skorpions, a sight to behold indeed.]]&lt;br /&gt;
[[File:BFH Vz61 5.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:BFH Vz61 6.jpg|thumb|none|600px|Dumping out spent banana magazines.]]&lt;br /&gt;
[[File:BFH Vz61 7.jpg|thumb|none|600px|The new magazines seem to rely on some mystic force to get back into the Vz. 61s.]]&lt;br /&gt;
[[File:BFH Skorpions.jpg||thumb|none|600px|Using the Skorpions while in water doesn't even require both hands, either.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears, this time modeled after the 2013 prototype rather than the 2012 one seen in ''Battlefield 4''. It is a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It holds 30 rounds in the magazine. Unlike ''Battlefield 4'', its stock is now collapsed by default but can be extended with the Stock accessory, reducing recoil. It also cannot mount foregrips, despite being able to do so in BF4. It is anachronistic to the first part of the single-player story set in July and August 2012, since the MPX was first displayed in October 2012, officially announced by name in January 2013 and produced in 2015.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|400px|SIG-Sauer MPX, 2013 prototype - 9x19mm]]&lt;br /&gt;
[[File:BFH MPX 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BFH MPX 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BFH MPX 3.jpg|thumb|none|600px|Tossing out the magazine.]]&lt;br /&gt;
[[File:BFH MPX 4.jpg|thumb|none|600px|Loading a new one.]]&lt;br /&gt;
[[File:BFH SIGMPX 5.jpg|thumb|none|600px|Giving the charging handle a tug.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is available in the Getaway DLC for the Criminal Mechanic. It is referred to as the AUG Para, and is available to Criminal mechanics.&lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:BFH AUGPara 1.jpg|thumb|none|600px|The AUG A3 9mm XS with a foregrip.]]&lt;br /&gt;
[[File:BFH AUGPara 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH AUGPara 3.jpg|thumb|none|600px|Reloading a 32-round Steyr MPi magazine.]]&lt;br /&gt;
[[File:BFH AUGPara 4.jpg|thumb|none|600px|Charging the AUG Para.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M1==&lt;br /&gt;
A [[Benelli M Series Super 90 Shotguns|Benelli M1]] with a fixed stock and top rail incorrectly appears as the &amp;quot;M4&amp;quot; in Betrayal DLC. It appears identical to [[Medal of Honor (2010) |Medal of Honor 2010]]'s singleplayer and BF4's &amp;quot;M1014&amp;quot;.&lt;br /&gt;
[[Image:Bena2.jpg|thumb|none|450px|Benelli M1 in similar configuration to the one seen in-game - 12 gauge]]&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Actual Benelli M4 Super 90 for comparison - 12 gauge]]&lt;br /&gt;
[[File:BFH Benelli 1.jpg|thumb|none|600px|The Benelli M1 with an Aimpoint CompM4S.]]&lt;br /&gt;
[[File:BFH Benelli 2.jpg|thumb|none|600px|View down the CompM4S sight.]]&lt;br /&gt;
[[File:BFH Benelli 3.jpg|thumb|none|600px|Reloading in the same manner as the previous two games. The custom player emblem is rather appropriate given the character that used it in MoH 2010.]]&lt;br /&gt;
[[File:BFH Benelli 4.jpg|thumb|none|600px|The empty reload is pretty much done out of the player's sight.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] returns from previous ''Battlefield'' games for the Criminal Enforcer class, but this time around appears to be set to semi-automatic rather than pump-action. However, it behaves rather strangely, to say the least, as the pumping animation still plays when firing the shotgun while aiming down the sights, regardless of how fast the player is firing. The reload animation also seems to infer that it the shotgun is still set to pump-action as it is chamber-loaded using the pump, rather than the charging handle required when it is set to semi-auto. It has an 8+1 capacity, as it did in ''Battlefield 4''.&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BFH SPAS 1.jpg|thumb|none|600px|Not sure if this one is a clever girl, or just broken.]]&lt;br /&gt;
[[File:BFH SPAS 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH SPAS 3.jpg|thumb|none|600px|The (bugged?) pumping animation, note the shell flying away in the top right corner. The bolt handle is also still forward.]]&lt;br /&gt;
[[File:BFH SPAS 4.jpg|thumb|none|600px|Pulling the pump back; the ejection port does not seem to be buying this, however.]]&lt;br /&gt;
[[File:BFH SPAS 5.jpg|thumb|none|600px|&amp;quot;Chamberloading&amp;quot;. Like with the UTAS UTS-15 from ''Battlefield 4'', the shell is inserted backwards.]]&lt;br /&gt;
[[File:BFH SPAS 6.jpg|thumb|none|600px|Sending the forend forward.]]&lt;br /&gt;
[[File:BFH SPAS 7.jpg|thumb|none|600px|The more familiar tube magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in a &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as the &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. An identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story. It incorrectly holds 5+1 shells instead of 4+1 and has a tighter spread than the 870.&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[File:BFH M37 1.jpg|thumb|none|600px|Inspecting the Ithaca 37 &amp;quot;Viceout&amp;quot;.]]&lt;br /&gt;
[[File:BFH M37 2.jpg|thumb|none|600px|Aiming with the simple bead sight.]]&lt;br /&gt;
[[File:BFH M37 3.jpg|thumb|none|600px|Putting a shell into the tube magazine while reloading from empty.]]&lt;br /&gt;
[[File:BFH M37 4.jpg|thumb|none|600px|Chambering the first round.]]&lt;br /&gt;
[[File:BFH M37 5.jpg|thumb|none|600px|And in with the rest of the lot.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] is available in the Criminal Activity DLC, appearing as the &amp;quot;KSG12&amp;quot;. It is exclusive to the Enforcer class on the Law Enforcement team and can be bought fairly cheap, requiring no assignment to complete unlike previous ''Battlefield'' games' DLC weapons. Like usual in video games featuring the KSG, the two magazine tubes are incorrectly treated as one continuous tube, as the magazine selector is never operated. The weapon incorrectly has a capacity of 13+1 shells instead of 14+1.&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:BFH KSG (1).jpg|thumb|none|600px|The Kel-Tec KSG on the &amp;quot;Black Friday&amp;quot; multiplayer map.]]&lt;br /&gt;
[[File:BFH KSG (2).jpg|thumb|none|600px|Aiming down the sights of the KSG.]]&lt;br /&gt;
[[File:BFH KSG (3).jpg|thumb|none|600px|Pulling the pump back on an empty reload.]]&lt;br /&gt;
[[File:BFH KSG (4).jpg|thumb|none|600px|Chamberloading the Kel-Tec.]]&lt;br /&gt;
[[File:BFH KSG (5).jpg|thumb|none|600px|Topping off the magazine tube(s).]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver and rifle sights on the barrel. It holds 7+1 shells in singleplayer, and 6+1 in multiplayer. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|450px|Remington 870 Marine Magnum - 12 gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|870 Marine Magnum being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|870 Marine Magnum iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|870 Marine Magnum with a flashlight attched in the loadout menu. In the final game, lights are attached to rail on the pump.]]&lt;br /&gt;
[[Image:BFH 870Prisonbus.jpg|thumb|none|600px|A prison bus warden wields an 870 Marine Magnum in the prologue sequence.]]&lt;br /&gt;
[[File:BFH 870 1.jpg|thumb|none|600px|The Remington 870, idle.]]&lt;br /&gt;
[[File:BFH 870 2.jpg|thumb|none|600px|Aiming with the MCS style sights.]]&lt;br /&gt;
[[File:BFH 870 3.jpg|thumb|none|600px|Ejecting a fired 12-gauge shell. An AN/PEQ-15 laser module is attached to the pump.]]&lt;br /&gt;
[[File:BFH 870 4.jpg|thumb|none|600px|Loading a round into the 870's chamber.]]&lt;br /&gt;
[[File:BFH 870 5.jpg|thumb|none|600px|Sending it home.]]&lt;br /&gt;
[[File:BFH 870 6.jpg|thumb|none|600px|Topping off the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]] appears as the &amp;quot;Saiga 12&amp;quot; in the Robbery DLC. It uses the same model from BF4.&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:BFH Saiga12 1.jpg|thumb|none|600px|A crook with the Saiga-12K.]]&lt;br /&gt;
[[File:BFH Saiga12 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BFH Saiga12 3.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[File:BFH Saiga12 4.jpg|thumb|none|600px|Racking the Saiga's bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. When reloading, even if only one shot is fired, both shells are replaced. Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]]. An interesting feature of the shotgun is that the fire selector function allows the player to choose whether to fire both barrels at the same time or not. The full length shotgun can be found as a battle pickup of sorts on some multiplayer levels.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|450px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
[[File:BFH SxS 1.jpg|thumb|none|600px|Holding a full-length Double-barreled shotgun on the roof of Alcatraz.]]&lt;br /&gt;
[[File:BFH SxS 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH SxS 3.jpg|thumb|none|600px|Opening the barrels up.]]&lt;br /&gt;
[[File:BFH SxS 4.jpg|thumb|none|600px|Loading in the shells.]]&lt;br /&gt;
[[File:BFH SxS 5.jpg|thumb|none|600px|Whipping the barrels shut.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] is available in the Getaway DLC. Buying the &amp;quot;Short Barrel&amp;quot; and &amp;quot;Sawed Off Stock&amp;quot; will turn it into the sawed-off variant. It's the only shotgun that is available to all classes.&lt;br /&gt;
[[Image:Winchester1887shotgun.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|400px|Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:BFH 1887 1.jpg|thumb|none|600px|The Winchester 1887 and a van that didn't last as long as the aforementioned lever-action shotgun, it seems.]]&lt;br /&gt;
[[File:BFH 1887 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH 1887 3.jpg|thumb|none|600px|Ejecting an unfired shell.]]&lt;br /&gt;
[[File:BFH 1887 4.jpg|thumb|none|600px|Loading a fresh shell into the M1887.]]&lt;br /&gt;
[[File:BFH 1887 5.jpg|thumb|none|600px|Somehow, the tube mag can be reloaded with the action closed. Apparently the developers must have thought the shotgun had some sort of loading gate, but it's hard to tell since it is done almost all offscreen.]]&lt;br /&gt;
[[File:BFH 1887 6.jpg|thumb|none|600px|Looking at the San Francisco Bay with a sawn-off Model 1887]]&lt;br /&gt;
[[File:BFH 1887 7.jpg|thumb|none|600px|Cycling the shotgun while aiming.]]&lt;br /&gt;
[[File:BFH 1887 8.jpg|thumb|none|600px|Performing aerobics with the 1887.]]&lt;br /&gt;
[[File:BFH 1887 9.jpg|thumb|none|600px|Spin cocking the 1887 with the not-at-all-safe-for-this standard lever loop.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Carbines=&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
An AK hybrid is available to the Criminal Operator class as the &amp;quot;[[AKM]]&amp;quot;. While it has most visual characteristics of a real AKM, it feeds from straighter 5.45x39mm magazines similar to those of the Romanian [[WASR-2]], and has a ported gas tube like the older [[AK-47]]. On the right side of the receiver, there is a small texture at the rear, having the shape of the cutout of the rear trunnion seen on AKs with side-folding stocks, such as the [[AKS-74]]. There is another oddity with the rear of the receiver: while the right side correctly has the two rivets of an AKM, on the left side the top rivet is replaced by a slotted screw, and there is a cross-head screw below it, at the same place where an AKS-74's bottom rivet would be.&lt;br /&gt;
&lt;br /&gt;
In earlier betas it had a railed handguard, but this was later changed to the original wood furniture (equipping anything in the Accessory slot will return the RIS handguard). It has higher damage and better range than other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:WASR2.jpg|thumb|none|450px|WASR-2 - 5.45x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|The AKM in the beta.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|The stock AKM in the beta loadout menu.]]&lt;br /&gt;
[[File:BFH AKM 1.jpg|thumb|none|600px|The retail AKM and a dilapidated old shack.]]&lt;br /&gt;
[[File:BFH AKM 2.jpg|thumb|none|600px|Aiming through the little window.]]&lt;br /&gt;
[[File:BFH AKM 3.jpg|thumb|none|600px|Rocking in the magazine.]]&lt;br /&gt;
[[File:BFH AKM 4.jpg|thumb|none|600px|Charging the AK with the dominant hand.]]&lt;br /&gt;
[[File:BFH AKMnaked.jpg|thumb|none|600px|An AKM without any handguards, seen in the Preferred Outcomes office building.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFH AKS74U 1.jpg|thumb|none|600px|The AKS-74U with a stubby grip.]]&lt;br /&gt;
[[File:BFH AKS74U 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BFH AKS74U 3.jpg|thumb|none|600px|Grabbing the magazine. As with ''[[BF3]]'' it uses an incorrect milled receiver.]]&lt;br /&gt;
[[File:BFH AKS74U 4.jpg|thumb|none|600px|...aaand motion blur! Unfortunately, the excessive motion blur cannot be turned down on the console versions for some reason.]]&lt;br /&gt;
[[File:BFH AKS74U 5.jpg|thumb|none|600px|Followed by some slick underhanded charging action.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The fully-automatic [[M16A4|Colt Model 901]] appears as the &amp;quot;M16A3&amp;quot;. It can be purchased by the Law Enforcement Operator, though in early betas it was the kit's default weapon.&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|The M16A3 being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|Iron sights. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock M16A3 in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the M16; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
[[File:BFH M16 1.jpg|thumb|none|600px|The final M16A3, with the carry handle issue resolved.]]&lt;br /&gt;
[[File:BFH M16 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH M16 3.jpg|thumb|none|600px|Dumping out the spent PMAG rather dramatically.]]&lt;br /&gt;
[[File:BFHL M16 4.jpg|thumb|none|600px|And in with a new one.]]&lt;br /&gt;
[[File:BFH M16 5.jpg|thumb|none|600px|Tapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint T1 Micro sight. A variant chambered in .300 Blackout with an integral suppressor is available in the Blackout DLC as an all-kit weapon, referred to as &amp;quot;RO933 .300 BLK&amp;quot;.&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|600px|&amp;quot;RO933&amp;quot; in a trailer.]]&lt;br /&gt;
[[Image:BFH RO933.jpg|thumb|none|600px|Unmodified Colt Model 933 carbine in-game.]]&lt;br /&gt;
[[Image:BFH RO933-1.jpg|thumb|none|600px|Iron sight view.]]&lt;br /&gt;
[[Image:BFH RO933-2.jpg|thumb|none|600px|Thumbing the bolt release.]]&lt;br /&gt;
[[Image:BFH RO933-3.jpg|thumb|none|600px|&amp;quot;RO933 .300 BLK&amp;quot; in-game.]]&lt;br /&gt;
[[Image:BFH RO933-4.jpg|thumb|none|600px|View of the distinct Troy sights.]]&lt;br /&gt;
[[Image:BFH RO933-5.jpg|thumb|none|600px|A frame of the reloading animation.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears as the &amp;quot;MDC&amp;quot; (despite being modeled as a full sized MDR) in the Robbery DLC. It is coded to use 7.62x39mm ammunition.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|450px|none|Prototype/Pre-production Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Desert Tech MDR-C.jpg|thumb|400px|none|Prototype Desert Tech Micro Dynamic Rifle Compact, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFH MDR 1.jpg|thumb|none|600px|The Desert Tech MDR in idle.]]&lt;br /&gt;
[[File:BFH MDR 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BFH MDR 3.jpg|thumb|none|600px|Reloading the MDR, note the early style ejection port.]]&lt;br /&gt;
[[File:BFH MDR 4.jpg|thumb|none|600px|The rifle is brought back to shoulder and then charged with the left hand.]]&lt;br /&gt;
[[File:BFH MDR 5.jpg|thumb|none|600px|Combining a laser module and the iron sights allows the MDR to do this neat trick, too.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class, a rather odd choice given that only a very small number of semi-automatic SA80s have been imported into the United States and probably no L85A2s will ever end up in the hands of American cops or criminals. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC is free to all players. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFH L85 1.jpg|thumb|none|600px|The L85 with it's default ACOG sight.]]&lt;br /&gt;
[[File:BFH L85 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH L85 3.jpg|thumb|none|600px|Reloading with a rather poor technique.]]&lt;br /&gt;
[[File:BFH L85 4.jpg|thumb|none|600px|Charging the L85A2. The bolt doesn't lock back like it should, unlike BF4.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] appears as the &amp;quot;FAMAS&amp;quot; in the Robbery DLC. It is a bit slower than prior ''Battlefield'' games at 900 RPM, and keeps its 25+1 capacity from prior games as well. It is available to both teams' Operator class. As with the L85A2 mentioned above, it is another odd choice as only a few (about 200) &amp;quot;MAS .223&amp;quot; semi-automatic civilian rifles were ever imported into the United States prior the 1989 ban on the importation of foreign semi-automatic rifles, and these rifles were essentially FAMAS F1s with &amp;quot;bugle&amp;quot; carry handle as they predated the FÉLIN program. The variant in-game has the incorrect [[FAMAS#FAMAS_G2|G1/G2]] style trigger guard rather than the [[FAMAS#FAMAS_F1|F1]] type, and it also incorrectly has a ribbed F1 style barrel.&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:BFH FAMAS 1.jpg|thumb|none|600px|Looking at a plane crash with a customized FAMAS.]]&lt;br /&gt;
[[File:BFH FAMAS 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFH FAMAS 3.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]], equipped with the railed handguard of the FS2000 CQB, appears as the &amp;quot;F2000&amp;quot; in the Robbery DLC, exclusive to the Criminal Operator. Unlike in ''Battlefield 4'', the original F2000's scope is used as the default ironsights instead of the F2000 Tactical's backup irons. Also unlike BF4, where the weapon turns back into the original F2000 when the original F2000 scope is used, the scope in ''Hardline'' is apparently mounted onto the F2000 Tactical's raised rails, with a piece of the raised rails visibly protruding from the front; this is impossible in reality, and the protruding rail would be occupied by the front sling loop on the real F2000.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|450px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FN FS2000 RIS.jpg|thumb|none|450px|FN FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:F2000.jpg|thumb|none|450px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFH F2000 1.jpg|thumb|none|600px|Looking at the F2000.]]&lt;br /&gt;
[[File:BFH F2000 2.jpg|thumb|none|600px|Aiming through the 1.6x scope.]]&lt;br /&gt;
[[File:BFH F2000 3.jpg|thumb|none|600px|Reloading a customized F2000.]]&lt;br /&gt;
[[File:BFH F2000 4.jpg|thumb|none|600px|Mashing in the magazine.]]&lt;br /&gt;
[[File:BFH F2000 5.jpg|thumb|none|600px|Pulling the F2000's charging handle back.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in ''Battlefield 4'', during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to its proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|Being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
[[File:BFH G36C 1.jpg|thumb|none|600px|Overlooking some police cars with a G36C. For some reason, the operating rod that the charging handle is attached to has vanished; compared to the pre-release images above. This bug is also not present on the &amp;quot;MG36&amp;quot;.]]&lt;br /&gt;
[[File:BFH G36C 2.jpg|thumb|none|600px|Aiming with the Trijicon SRS02 with a greenish-yellow reticule.]]&lt;br /&gt;
[[File:BFH G36C 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFH G36C 4.jpg|thumb|none|600px|Releasing the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] with the G36C carrying handle, bipod, and 100-round Beta C-Mags appears as the &amp;quot;MG36&amp;quot;; the actual MG36 is a rare G36 variant with export G36 sights, and ceased development before the standardization of Picatinny rails.&lt;br /&gt;
&lt;br /&gt;
It was the default Enforcer weapon during the June 2014 beta, but became a Battle Pickup from the February 2015 beta onwards (into the release version), along with the other LMGs. It always spawns with a CompM4S sight, Muzzle Brake, and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
&lt;br /&gt;
The G36C carry handle lacks its integral iron sights; during the Beta, when using the gun with iron sights, the gun uses rail-mouted aftermarket backup iron sights instead. The gun is also depicted with an incorrect non-reciprocating bolt.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|450px|none|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the beta loadout menu.]]&lt;br /&gt;
[[File:BFH MG36 1.jpg|thumb|none|600px|Preparing to lay an ambush in the [[The Rock|infamous Alcatraz shower room]] with the final game's MG36.]]&lt;br /&gt;
[[File:BFH MG36 3.jpg|thumb|none|600px|Aiming the MG36.]]&lt;br /&gt;
[[File:BFH MG36 4.jpg|thumb|none|600px|Grabbing the C-Mag.]]&lt;br /&gt;
[[File:BFH MG36 6.jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFH MG36 5.jpg|thumb|none|600px|Chambering the MG36.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 14.5 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a long length 19.9 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing. It is tied with the RO933 for the highest rate of fire in its weapon class.&lt;br /&gt;
[[Image:HK416 14.5 Current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFH 416 1.jpg|thumb|none|600px|Looking at some rocks with one of the most popular weapons featured in the modern ''Battlefield'' games.]]&lt;br /&gt;
[[File:BFH 416 2.jpg|thumb|none|600px|Aiming the old style HK416 iron sights.]]&lt;br /&gt;
[[File:BFH 416 3.jpg|thumb|none|600px|Reloading. The worn finish isn't actually default; the universal &amp;quot;Black&amp;quot; camouflage gives it a neat worn look though.]]&lt;br /&gt;
[[File:BFH 416 4.jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil AR==&lt;br /&gt;
The [[Galil AR]] is available to the Operator class; it is referred to as the ARM variant, despite not having a carrying handle nor a folding bipod. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFH Galil ARM 01.jpg|thumb|none|600px|Default ARM in the loadout menu. Note 50-round Galil magazine and the custom handguard.]]&lt;br /&gt;
[[File:BFH ARM gunrange.jpg|thumb|none|600px|A Galil in the loading sequence of the test range. A long Galil ACE barrel lies above it.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 22==&lt;br /&gt;
The [[Galil ACE 22]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It was only available for pre-ordering the game or buying the Deluxe Edition Upgrade, but as of the Robbery DLC it is free for all players. It possesses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding an incorrect 40 rounds in its 30-round STANAG magazines (which are, as in ''BF4'', incorrectly shoved into the rock-and-lock Galil magazine well).&lt;br /&gt;
&lt;br /&gt;
The pre-alpha version of the &amp;quot;CAR-556&amp;quot; was modeled after the shorter barreled Galil ACE 21; the menu icon still displays an ACE 21.&lt;br /&gt;
[[File:Galil ACE 22.jpg|thumb|none|400px|Galil ACE 22 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|350px|Galil ACE 21 - 5.56x45mm NATO, seen in the menu icon and the pre-alpha.]]&lt;br /&gt;
[[File:BFH ACE 1.jpg|thumb|none|600px|Looking down a road with the Galil ACE.]]&lt;br /&gt;
[[File:BFH ACE 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH ACE 3.jpg|thumb|none|600px|Mid-firing, note the aftermarket charging handle, which appears to be a slightly-shrunken version of the [[FN F2000]]'s. The sliding dust cover that normally covers the charging handle port is gone, for some reason.]]&lt;br /&gt;
[[File:BFH ACE 4.jpg|thumb|none|600px|Rocking in a STANAG magazine with the tell-tale indents.]]&lt;br /&gt;
[[File:BFH ACE 5.jpg|thumb|none|600px|Chambering the ACE.]]&lt;br /&gt;
[[File:BFH TaurusACE.jpg|thumb|none|600px|Tony Alpert's minutemen goons wield unique ACE 22s fitted with stocks, never seen elsewhere in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] appears in the Robbery DLC, incorrectly called &amp;quot;M1&amp;quot; only (likely to avoid confusion with M1A1 Thompson). It uses 30-round magazines and has the stock folded by default. It can be unfolded by using the &amp;quot;Stock&amp;quot; attachment. Like the M1A1 Thompson, the M1A1 Carbine is one of the few primary weapon that can be used by all classes. Also similarly to the M1A1 Thompson, it has very limited attachments available, as it can only use stock, stubby grip, and flash hider options. &lt;br /&gt;
[[Image:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[File:BFH M1A1Carbine 1.jpg|thumb|none|600px|The default M1A1 Carbine.]]&lt;br /&gt;
[[File:BFH M1A1Carbine 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BFH M1A1Carbine 3.jpg|thumb|none|600px|Reloading the paratrooper carbine.]]&lt;br /&gt;
[[File:BFH M1A1Carbine 4.jpg|thumb|none|600px|Giving the charging handle a tug.]]&lt;br /&gt;
[[File:BFH M1A1Carbine 5.jpg|thumb|none|600px|Letting go, which gives a good view of the folded stock. However, the real M1A1 stock does not fold on the right side; it actually folds to the left.]]&lt;br /&gt;
[[File:BFH M1A1Carbine 6.jpg|thumb|none|600px|A fully upgraded M1A1 in the loadout screen. Note that the cheekrest on the stock should be facing this way.]]&lt;br /&gt;
[[File:BFH M1A1Carbine 7.jpg|thumb|none|600px|Reloading the modified carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 12 Mod 1 SPR==&lt;br /&gt;
The [[Mk 12 Special Purpose Rifle]] is available in the Getaway DLC. In early stages it was more appropriately called &amp;quot;M12 Mod 1&amp;quot;, but in the retail release it has been incorrectly renamed to &amp;quot;RO933 M1&amp;quot;. The rifle's default flash hider appears to count as a muzzle brake; the only other barrel attachment for the Mark 12 is a sound suppressor.&lt;br /&gt;
[[File:MK12Mod1.jpg|thumb|none|450px|Mark 12 Mod 1 SPR with suppressor, 30-round magazine, Harris bipod, and Leupold Mark 4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFH MK12.jpg|thumb|none|600px|Mark 12 Mod 1 in game.]]&lt;br /&gt;
[[File:BFH MK12-1.jpg|thumb|none|600px|View down the Troy folding iron sights.]]&lt;br /&gt;
[[File:BFH MK12 reload.jpg|thumb|none|600px|Reloading; the PMAG briefly clips through the lower receiver.]]&lt;br /&gt;
[[File:BFH Mk12 2.jpg|thumb|none|600px|A Mk 12 Mod 1 customized to resemble the rifles used in [[Lone Survivor]].]]&lt;br /&gt;
[[File:BFH Mk12 3.jpg|thumb|none|600px|Aiming through a canted Trijicon RMR.]]&lt;br /&gt;
[[File:BFH Mk12 4.jpg|thumb|none|600px|Preparing to dump the magazine. The Mark 12 uses the same animations as the M16.]]&lt;br /&gt;
[[File:BFH Mk12 5.jpg|thumb|none|600px|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It was only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade. As of the Robbery DLC, it is free to all players.&lt;br /&gt;
[[Image:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFH ACR 1.jpg|thumb|none|600px|A pimped-out &amp;quot;ACW-R&amp;quot;.]]&lt;br /&gt;
[[File:BFH ACR 2.jpg|thumb|none|600px|ADS of the Micro T1.]]&lt;br /&gt;
[[File:BFH ACR 3.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
[[File:BFH ACR 4.jpg|thumb|none|600px|Putting in a fresh one.]]&lt;br /&gt;
[[File:BFH ACR 5.jpg|thumb|none|600px|Hitting the bolt release with the trigger finger as in ''Battlefield 4''; it may be a more efficient method but it isn't as interesting to watch.]]&lt;br /&gt;
&lt;br /&gt;
==SAR 21 MMS==&lt;br /&gt;
The [[SAR 21|SAR 21 MMS]] is available in the Getaway DLC. As with the FAMAS and L85A2 mentioned above, SAR-21s are pretty uncommon rifles within the United States, as most rifles are civilian semi-automatics of the original model that lacks the rail system.&lt;br /&gt;
[[File:SAR-21 MMS rifle.jpg|thumb|none|450px|SAR 21 MMS with EOTech holographic sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFH SAR21 1.jpg|thumb|none|600px|Looking upon a snowy boneyard with the STK SAR 21 MMS.]]&lt;br /&gt;
[[File:BFH SAR21 2.jpg|thumb|none|600px|Iron sight view of the SAR-21.]]&lt;br /&gt;
[[File:BFH SAR21 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFH SAR21 4.jpg|thumb|none|600px|Chambering the SAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
Returning from ''3'' and ''4'', the [[SIG SG 553]] is available to the Law Enforcement Operator class. It is equipped with an SRS Red Dot by default. &lt;br /&gt;
[[File:SIG SG 553-1 SP.jpg|none|thumb|450px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]&lt;br /&gt;
[[File:BFH 553 1.jpg|thumb|none|600px|A properly decked-out SG 553.]]&lt;br /&gt;
[[File:BFH 553 2.jpg|thumb|none|600px|Reloading. Note the serial numbers, which are those of a semi-auto only SIG SG 553-1 SP, identical to the previous games and also to the exact reference image above.]]&lt;br /&gt;
[[File:BFH 553 3.jpg|thumb|none|600px|Fresh mag in.]]&lt;br /&gt;
[[File:BFH 553 4.jpg|thumb|none|600px|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] is available in the Betrayal DLC.&lt;br /&gt;
[[File:6.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3 18-inch barrel with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFH AUGA3 1.jpg|thumb|none|600px|Handling the AUG A3.]]&lt;br /&gt;
[[File:BFH AUGA3 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH AUGA3 3.jpg|thumb|none|600px|Reloading the AUG.]]&lt;br /&gt;
[[File:BFH AUGA3 4.jpg|thumb|none|600px|Unlike the previous games, the charging handle is pulled on empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as the &amp;quot;SA-58 OSW&amp;quot;. It holds 20+1 rounds and comes with a PK-A 3.5x scope by default.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|Being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
[[File:BFH SA58 1.jpg|thumb|none|600px|Rocking in a 20-round magazine into a customized SA58.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in the Criminal Activity DLC for the Criminal Enforcer class. Tthe stock attachment gives it synthetic furniture. It is nearly identical to its more modern counterpart except for a faster rate of fire. It can also use the &amp;quot;Extended Magazine&amp;quot; option, unlike the SA58, which gives it a long 30-round straight magazine, although it only holds 25 rounds.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|450px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH FN FAL 01.jpg|thumb|none|600px|Default FN FAL in the loadout menu.]]&lt;br /&gt;
[[Image:BFH FN FAL 02.jpg|thumb|none|600px|FN FAL with the &amp;quot;Stock&amp;quot; attachment, which gives the entire weapon synthetic furniture.]]&lt;br /&gt;
[[File:BFH FAL (1).jpg|thumb|none|600px|Looking at warehouse with the FAL.]]&lt;br /&gt;
[[File:BFH FAL (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BFH FAL (3).jpg|thumb|none|600px|Reloading a two-toned FN FAL.]]&lt;br /&gt;
[[File:BFH FAL (4).jpg|thumb|none|600px|Charging the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]], listed in-game as the &amp;quot;SCAR-H&amp;quot;, is an unlockable heavy carbine for the Law Enforcement Enforcer. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also incorrectly shows the magazine release button being pressed instead of the bolt release. &lt;br /&gt;
&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFH SCAR.jpg|thumb|none|600px|SCAR-H CQB in-game, note the folded stock. It can be extended with the &amp;quot;Stock&amp;quot; attachment, which already comes with the weapon upon purchase.]]&lt;br /&gt;
[[Image:BFH SCAR-1.jpg|thumb|none|600px|SCAR-H iron sights; the rear aperture is cropped like its ''Call of Duty'' counterparts, unlike the model in ''Battlefield 4''.]]&lt;br /&gt;
[[Image:BFH SCAR-2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:BFH SCAR-3.jpg|thumb|none|600px|Reloading the SCAR-H STD from empty; apparently the left side mag release pulls double-duty as the bolt catch. And the iron sights have been sacrificed to the gods of Aimpoint.]]&lt;br /&gt;
&lt;br /&gt;
==HK51==&lt;br /&gt;
The [[HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock can be extended after the weapon's purchase.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFH HK51.jpg|thumb|none|600px|The chopped G3 in first person.]]&lt;br /&gt;
[[File:BFH HK51-1.jpg|thumb|none|600px|View down the open diopter sights.]]&lt;br /&gt;
[[File:BFH HK51-2.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:BFH HK51-3.jpg|thumb|none|600px|Racking the HK51's bolt; no HK slap needed. Though inserting a magazine with the bolt closed is rather difficult to do in real life.]]&lt;br /&gt;
[[File:BFH MG4 patch.jpg|thumb|none|600px|The license patch for the HK51 is actually that of the [[Heckler &amp;amp; Koch MG4]], bizarrely. This appears to be an artifact left over from the June 2014 beta, as all the other original battle rifles also incorrectly have machine guns on their patches, reflecting how the Enforcer kit originally used them instead of battle rifles. The SA58 has the &amp;quot;MG36&amp;quot; on its patch; the SCAR-H has the M249, and the HCAR has the M240B.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament M110K5==&lt;br /&gt;
The integrally suppressed [[Knight's Armament SR-25|M110K5]] is available in the Blackout DLC as an all-class selective fire battle rifle.&lt;br /&gt;
[[File:M110K5.jpg|thumb|none|450px|Knight's Armament M110K5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFH M110K5 1.jpg|thumb|none|600px|A M110K5 kitted-out with an ACOG scope, laser, and Magpul angled foregrip.]]&lt;br /&gt;
[[File:BFH M110K5 2.jpg|thumb|none|600px|Reloading, using the same animations from the SR25 ACC.]]&lt;br /&gt;
[[File:BFH M110K5 3.jpg|thumb|none|600px|It uses a rather large 25-round magazine resembling an elongated PMAG 7.62.]]&lt;br /&gt;
[[File:BFH M110K5 4.jpg|thumb|none|600px|Moving to smack the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (Sage EBR chassis)==&lt;br /&gt;
An [[M14]] fitted in a Sage EBR chassis is available in the Getaway DLC. In early stages it was appropriately called an &amp;quot;M14 Sage&amp;quot;, but in the retail release it has been incorrectly renamed to the &amp;quot;[[M39 Enhanced Marksman Rifle|M39 EMR]]&amp;quot;, like it was in the two previous games. It is depicted with a full-auto setting in-game, which is possible for an M14, but not for the M39 EMR in reality.&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFH M39 1.jpg|thumb|none|600px|The &amp;quot;M39 EMR&amp;quot; with a foregrip and infrared laser. Another odd quirk of the rifle is that the default flash hider is present in the world/menu model, but not in first person view.]]&lt;br /&gt;
[[File:BFH M39 2.jpg|thumb|none|600px|Ditto, but now with a holographic sight and heavy barrel. Note how the weapon is held lower when attaching optics. In previous games, a scope rail was used over the ejection port, but in ''Hardline'' the mount is only present when attaching magnified optics.]]&lt;br /&gt;
[[File:BFH M39 3.jpg|thumb|none|600px|Aiming the M14.]]&lt;br /&gt;
[[File:BFH M39 4.jpg|thumb|none|600px|Reloading, note the charging handle is locked back but the bolt isn't.]]&lt;br /&gt;
[[File:BFH M39 5.jpg|thumb|none|600px|Releasing the M14's bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] is available for the Law Enforcement Enforcer class. It incorrectly has a full-auto option; the real one is semi-auto only. Much like its counterpart on the Criminal team, the HK51, it has a slow rate of fire but high power. In single-player it has a capacity of 20 rounds, compared to the more common 30-round magazine used in multiplayer. It is anachronistic to the first part of the single-player story set in 2012, as the HCAR was announced in 2013.&lt;br /&gt;
[[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
[[File:BFH HCAR.jpg|thumb|none|600px|Ohio Ordnance HCAR in all its 30-06 glory.]]&lt;br /&gt;
[[File:BFH HCAR-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:BFH HCAR-2.jpg|thumb|none|600px|HCAR with the magazine out.]]&lt;br /&gt;
[[File:BFH HCAR-3.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[PTR 91]] is available as a marksman rifle to the Criminal Professional class. It appears to be a PTR 91 F, noted by the barrel length and the shape of the handguard, though it has a 6 o'clock rail on the handguard and a welded scope mount on the receiver as seen on other versions (a combination of all these elements would later become standard on the PTR 91 FR variant after the game's release). It is shown with a fluted barrel, similarly to some variants such as the PTR MSG 91.&lt;br /&gt;
&lt;br /&gt;
[[File:PTR 91 F.jpg‎|thumb|none|450px|PTR 91 F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PTR 91 FR.jpg|thumb|none|450px|PTR 91 FR - 7.62x51mm NATO, for comparison. The configuration pictured here seems to have entered production after the game's release.]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|The PTR 91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR 91 in the alpha loadout menu. The rails are shorter compared to the retail release. Note that the handguard is slightly longer than the real PTR 91F.]]&lt;br /&gt;
[[File:BFH PTR91 1.jpg|thumb|none|600px|The iron sights of the PTR 91 in the final build of the game, note the sight picture is further forward and the front sight post is lower, fitting into the v-notch.]]&lt;br /&gt;
[[File:BFH PTR91 2.jpg|thumb|none|600px|Changing magazines, this PTR has the original G3 paddle release.]]&lt;br /&gt;
[[File:BFH PTR91 3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
[[File:BFH PRT91 4.jpg|thumb|none|600px|About to send it home with a hearty HK slap.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 308==&lt;br /&gt;
The [[Saiga 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. In the beta, no iron sight was available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights. It uses 10-shot magazines that erroneously hold 20 rounds in gameplay. &lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|Saiga 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|Saiga 308 being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock Saiga 308 in the loadout menu.]]&lt;br /&gt;
[[File:BFH Saiga308 1.jpg|thumb|none|600px|On the prowl with a vanilla Saiga 308.]]&lt;br /&gt;
[[File:BFH Saiga308 2.jpg|thumb|none|600px|Aiming the Saiga. In the second beta, these were misaligned but fortunately got rectified in the final product.]]&lt;br /&gt;
[[File:BFH Saiga308 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFH Saiga308 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BFH Saiga308 5.jpg|thumb|none|600px|Chambering the S308.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 510-4 / StG 57 Hybrid==&lt;br /&gt;
The [[SIG SG 510]] is available in the Criminal Activity DLC for the Law Enforcement Enforcer class. It's modeled after both the StG 57 and SG 510-4, as it has the overall black furniture and stock of the StG 57, but ironsights and charging handle are from SG 510-4, and it is chambered in 7.62x51mm NATO. The default magazine manages to hold 24 rounds despite being rather small, while the &amp;quot;Extended Magazine&amp;quot; accessory gives it the longer mag of the StG 57 that holds 29+1 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIGSG510-4.jpg|thumb|450px|none|SIG SG 510-4 Battle Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SIG-StG-57.jpg|thumb|450px|none|SIG StG 57 Battle Rifle - 7.5mm Swiss]]&lt;br /&gt;
[[Image:BFH SG510.jpg |thumb|600px|none|Default SG 510 in the loadout menu. Note that it has the handguard similar to that of a SG 550 series rifle.]]&lt;br /&gt;
[[File:BFH SG510 (1).jpg|thumb|none|600px|Inspecting the SG510.]]&lt;br /&gt;
[[File:BFH SG510 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH SG510 (3).jpg|thumb|none|600px|Reloading the small default magazine.]]&lt;br /&gt;
[[File:BFH SG510 (4).jpg|thumb|none|600px|Pulling the &amp;quot;beer keg&amp;quot; charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]], known simply as the &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes similar to a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFH SOCOM16.jpg|thumb|none|600px|The M1A SOCOM 16 in idle.]]&lt;br /&gt;
[[File:BFH SOCOM16 1.jpg|thumb|none|600px|View down the traditional SOCOM 16 ironsights.]]&lt;br /&gt;
[[File:BFH SOCOM16 2.jpg|thumb|none|600px|Firing at nothing in particular.]]&lt;br /&gt;
[[File:BFH SOCOM16 3.jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:BFH SOCOM16 4.jpg|thumb|none|600px|Chambering a .308 round on an empty reload.]]&lt;br /&gt;
[[File:BFH SOCOM16 5.jpg|thumb|none|600px|The M1A with a heavy barrel attachment.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous ''[[Battlefield]]'' series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight, stubby grip and a muzzle device. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the alpha loadout menu. As in previous games, it is fitted with a fictional bottom-mounted belt box, which cannot be attached and would block the ejection port.]]&lt;br /&gt;
[[File:BFH M240 1.jpg|thumb|none|600px|Manhandling the M240.]]&lt;br /&gt;
[[File:BFH M240 2.jpg|thumb|none|600px|240 Bravo, in idle.]]&lt;br /&gt;
[[File:BFH M240 3.jpg|thumb|none|600px|Charging the bolt, in a bit more dramatic way than the machine guns of the last two games.]]&lt;br /&gt;
[[File:BFH M240 4.jpg|thumb|none|600px|Popping up the top cover while ignoring the burning chopper behind the motel...]]&lt;br /&gt;
[[File:BFH M240 5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 Para==&lt;br /&gt;
The [[M249]] is mounted on the Counter/Heavy Attack Truck, and is usable by the secondary gunner. It was available as a portable weapon for the Enforcer class during early betas, but was removed in the final release.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg‎|thumb|none|400px|M249 with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, which is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
[[File:BFH M249 Mk19.jpg|thumb|none|600px|A somewhat clearer view of the guns mounted on the Counter Attack Truck.]]&lt;br /&gt;
[[File:BFH M249 1.jpg|thumb|none|600px|A low detail SAW is also mounted in a firing port in the back of the SUV vehicles.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
A customized [[Lewis Gun]] is available in the Betrayal DLC as the &amp;quot;Syndicate Gun&amp;quot;. It has a truncated barrel, no stock, an AN/PEQ-15 laser, and a PK-A scope with a custom reticule. In the CTE pre-release tests, it was the same base Lewis gun used in DICE's ''[[Star Wars Battlefront]]'' and ''[[Battlefield 1]]''. The final in-game model actually has the same ribbing on the forced-air cooling shroud as seen in the former game.&lt;br /&gt;
&lt;br /&gt;
In the CTE pre-release, the &amp;quot;Syndicate Gun&amp;quot; was in its original length configuration with the rear sight folded down.&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|450px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BFH Lewis (1).jpg|thumb|none|600px|A Lewis Gun pilfered from another player. Note the green laser dots in the center of the crosshair. Also note the Syndicate symbol on the top of the magazine; while neat-looking, this does somewhat problematically block the magazine release.]]&lt;br /&gt;
[[File:BFH Lewis (2).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:BFH Lewis (3).jpg|thumb|none|600px|Pulling the pan magazine off on a reload.]]&lt;br /&gt;
[[File:BFH Lewis (4).jpg|thumb|none|600px|Charging the Lewis.]]&lt;br /&gt;
&lt;br /&gt;
==RPK / Zastava M72 Hybrid==&lt;br /&gt;
A hybrid of the [[RPK]] and the [[Zastava M72]] was added to the game in the Robbery DLC, as the &amp;quot;RPK&amp;quot;. It has many visual features of the Zastava M72 (specifically the early milled receiver model), such as the left side of the receiver, the barrel ribbing, the handguard and the front sight, combined with the right side of an RPK's stamped receiver, along with the RPK's cleaning rod retainer.&lt;br /&gt;
&lt;br /&gt;
Like the Galil AR, the &amp;quot;RPK&amp;quot; holds a high capacity of 50 rounds, in this case in a drum magazine (even though actual RPKs' drum magazines hold 75 rounds) and is now categorized as an Assault Rifle. Like the &amp;quot;AKM&amp;quot;, the RPK is fitted with its original wood handguard by default, but when equipping anything in the Accessory slot it becomes an RIS handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Zastava M72 milled.jpg|thumb|none|450px|Zastava M72 with 30-round box magazine - 7.62x39mm]]&lt;br /&gt;
[[File:BFH RPK.jpg|thumb|none|600px|Robbery RPK in game.]]&lt;br /&gt;
[[File:BFH RPK-4.jpg|thumb|none|600px|Same, with the &amp;quot;Stock&amp;quot; attachment.]]&lt;br /&gt;
[[File:BFH RPK-1.jpg|thumb|none|600px|Robbery RPK with the railed forend in first person view.]]&lt;br /&gt;
[[File:BFH RPK 1.jpg|thumb|none|600px|The vanilla RPK in sunny Mexico. Or the United States/Mexico border, to be specific.]]&lt;br /&gt;
[[File:BFH RPK-2.jpg|thumb|none|600px|Iron sights, note the RIS rail rising above the side blades.]]&lt;br /&gt;
[[File:BFH RPK 2.jpg|thumb|none|600px|thumb|none|600px|Again, but without the RIS.]]&lt;br /&gt;
[[File:BFH RPK 3.jpg|thumb|none|600px|thumb|none|600px|Clutching the drum magazine.]]&lt;br /&gt;
[[File:BFH RPK 4.jpg|thumb|none|600px|thumb|none|600px|Shoving another underloaded drum in.]]&lt;br /&gt;
[[File:BFH RPK-3.jpg|thumb|none|600px|Racking the hybrid RPK's bolt.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
Another RPK was added in the Betrayal DLC, modeled with a standard 40-round box magazine (that still holds 50 rounds), and incorrectly referred to as an [[RPK-74]] (similarly to ''[[Battlefield 3]]''). In contrast to the first version, it has a proper RPK's receiver and barrel components, though it lacks a cleaning rod retainer. It also has a ribbed dust cover, a feature of certain variants such as early Soviet RPKs and Romanian RPKs.&lt;br /&gt;
&lt;br /&gt;
[[File:RPK right side.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm]]&lt;br /&gt;
[[File:BFH RPK 5.jpg|thumb|none|600px|thumb|none|600px|Other side of the border, other RPK.]]&lt;br /&gt;
[[File:BFH RPK 6.jpg|thumb|none|600px|thumb|none|600px|Aiming the not-RPK-74.]]&lt;br /&gt;
[[File:BFH RPK 7.jpg|thumb|none|600px|thumb|none|600px|&amp;quot;Where's my bipod?&amp;quot;]]&lt;br /&gt;
[[File:BFH RPK 8.jpg|thumb|none|600px|thumb|none|600px|Charging the RPK with the right hand, the biggest difference from its ''Battlefield 3'' and ''4'' animation reel.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed [[Remington 700]] appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bolt by default. It has a default magazine capacity of 10+1 rounds in singleplayer, and 5+1 in multiplayer.&lt;br /&gt;
[[Image:R700 AAC.jpg|thumb|none|450px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
[[File:BFH R700 AAC (1).jpg|thumb|none|600px|Cycling the bolt on an acquired AAC R700.]]&lt;br /&gt;
[[File:BFH R700 AAC (2).jpg|thumb|none|600px|Reloading after a kill. The chrome finish on the metal parts is an unlock.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWC==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Covert]] is available in the Getaway DLC. In-game it is inaccurately referred to as &amp;quot;AWS&amp;quot; (Arctic Warfare Suppressed), which refers to the non-folding stock variant. It was the only bolt-action sniper rifle that was available to all classes before the addition of the Springfield M1903.&lt;br /&gt;
[[File:Mystery AWC.jpg|thumb|none|450px|Accuracy International AW Covert - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFH AWC 1.jpg|thumb|none|600px|A customized Arctic Warfare Covert in a Chinatown market.]]&lt;br /&gt;
[[File:BFH AWC 2.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BFH AWC 3.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:BFH AWC 4.jpg|thumb|none|600px|Reloading the AWC.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]] can be purchased for the Criminal Professional. This time around, it is correctly designated &amp;quot;AWM&amp;quot;. However, the weapon's projectile in the game files is erroneously stated to be 7.62x51mm NATO instead of .338 Lapua Magnum. Nevertheless, the weapon can be equipped with the &amp;quot;.338 Magnum Rounds&amp;quot; accessory, which essentially corrects this.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of ''[[Battlefield 4]]'''s AWM-F.]]&lt;br /&gt;
[[File:BFH AWM 1.jpg|thumb|none|600px|The AWM in the released game. The stock now has the familiar green color by default.]]&lt;br /&gt;
[[File:BFH AWM 2.jpg|thumb|none|600px|Ejecting a .338 casing.]]&lt;br /&gt;
[[File:BFH AWM 3.jpg|thumb|none|600px|Opening the AWM's bolt.]]&lt;br /&gt;
[[File:BFH AWM 4.jpg|thumb|none|600px|Reloading. By default, the muzzle brake is actually absent, and has to be unlocked.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M98B==&lt;br /&gt;
The [[Barrett M98B]] is available in the Betrayal DLC.&lt;br /&gt;
[[Image:Barrett M98B.jpg|thumb|none|500px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFH M98B 1.jpg|thumb|none|600px|Handling a tan Barrett M98 Bravo.]]&lt;br /&gt;
[[File:BFH M98B 2.jpg|thumb|none|600px|Reloading the M98B.]]&lt;br /&gt;
[[File:BFH M98B 3.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] appears as the &amp;quot;M82 .416&amp;quot; in the Robbery DLC. It is actually modeled after the version chambered in .50 BMG; the real .416 Barrett variant has a cylindrical muzzle brake with three holes.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[File:BFH M82 1.jpg|thumb|none|600px|Idling around with an &amp;quot;M82 .416.&amp;quot; equipped with a Trijicon TA648 and RMR.]]&lt;br /&gt;
[[File:BFH M82 2.jpg|thumb|none|600px|View through the Trijicon scope...]]&lt;br /&gt;
[[File:BFH M82 3.jpg|thumb|none|600px|...and through the reflex sight. Attempting to fire a Barrett from this posture would probably be very painful.]]&lt;br /&gt;
[[File:BFH M82 4.jpg|thumb|none|600px|Rocking in a magazine.]]&lt;br /&gt;
[[File:BFH M82 5.jpg|thumb|none|600px|Tugging the M107's massive bolt. Basically the same procedure seen in ''[[Battlefield_4#Barrett_M107|Battlefield 4]]'', from a slightly different angle.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Arms Stealth Recon Scout==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout]] is available in the Getaway DLC. It is strangely named &amp;quot;388-Recon&amp;quot; (as opposed to &amp;quot;338-Recon&amp;quot; as seen in BF4).&lt;br /&gt;
[[Image:DTASRS.jpg|thumb|none|450px|Desert Tactical Arms Stealth Recon Scout - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFH SRS 1.jpg|thumb|none|600px|Looking at a black Stealth Recon Scout.]]&lt;br /&gt;
[[File:BFH SRS 2.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BFH SRS 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNAR==&lt;br /&gt;
The [[FN FNAR]] is available in the Betrayal DLC as &amp;quot;SP-AR&amp;quot;.&lt;br /&gt;
[[Image:FNAR HB.jpg|thumb|none|450px|FN FNAR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFH FNAR 1.jpg|thumb|none|600px|The FNAR in idle.]]&lt;br /&gt;
[[File:BFH FNAR 2.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[File:BFH FNAR 3.jpg|thumb|none|600px|Grabbing a spent magazine.]]&lt;br /&gt;
[[File:BFH FNAR 4.jpg|thumb|none|600px|Mag out.]]&lt;br /&gt;
[[File:BFH FNAR 5.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 Advanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 E2 Advanced Combat Carbine]] appears in the game, incorrectly referred to as the SR-25 ECC (Enhanced Combat Carbine) variant. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:SR25 E2 ACC.jpg|thumb|none|450px|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the alpha weapon model is actually reused of ''[[Battlefield 4]]'''s Mk 11 Mod 0.]]&lt;br /&gt;
[[File:BFH SR25 1.jpg|thumb|none|600px|The final game's SR25 Advanced Combat Carbine.]]&lt;br /&gt;
[[File:BFH SR25 2.jpg|thumb|none|600px|Aiming the SR25.]]&lt;br /&gt;
[[File:BFH SR25 3.jpg|thumb|none|600px|Reloading. Mid-magazine reloads are simply done with the supporting hand.]]&lt;br /&gt;
[[File:BFH SR25 4.jpg|thumb|none|600px|Whereas, when empty, the character dumps the spent magazine with his left hand, but loads a new one in with his right.]]&lt;br /&gt;
[[File:BFH SR25 5.jpg|thumb|none|600px|Lastly, pressing the ambidextrous bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==M1903A1 Springfield==&lt;br /&gt;
The [[M1903A1_Springfield#M1903A1_Springfield_Rifle|M1903A1 Springfield]] with the rear sight of the M1903A3 is available in the Betrayal DLC. As with the other WWII weapons, it is available to all kits. Another strange attribute of this rifle is that the reload animation simply has a single .30-06 round loaded into the chamber, regardless of how many rounds have actually been fired. The empty reload animation also only &amp;quot;loads&amp;quot; 4 rounds, so the Springfield has to be topped off as if it was a closed-bolt weapon fed by detachable magazines.&lt;br /&gt;
[[Image:M1903 scoped.jpg|thumb|none|450px|M1903A1 Springfield sniper rifle with 7.8x Unertl scope - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903A3 Rifle made by Remington Arms.jpg|thumb|none|450px|M1903A3 Rifle manufactured by Remington Arms for use during World War II. Note the C-type pistol-grip stock - .30-06]]&lt;br /&gt;
[[File:BFH M1903 1.jpg|thumb|none|600px|The unscoped hybrid M1903 in-game.]]&lt;br /&gt;
[[File:BFH M1903 2.jpg|thumb|none|600px|Sighting in a power line.]]&lt;br /&gt;
[[File:BFH M1903 3.jpg|thumb|none|600px|The M1903 with it's unique 8x Unertl scope.]]&lt;br /&gt;
[[File:BFH M1903 4.jpg|thumb|none|600px|View through the scope.]]&lt;br /&gt;
[[File:BFH M1903 5.jpg|thumb|none|600px|Cycling the '03.]]&lt;br /&gt;
[[File:BFH M1903 6.jpg|thumb|none|600px|And now for a completely unrelated change of scenery; the Springfield's empty reload. Note the original M1903A1's ladder sight that looks rather flat; the original rear sight notches appear to have been removed.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 LTR==&lt;br /&gt;
The [[Remington 700| Remington Model 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It is equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional. By default, it is chambered in 7.62x51mm NATO, but can optionally use &amp;quot;.338 Magnum Rounds&amp;quot; as an accessory, like the AWM.&lt;br /&gt;
[[File:Remington 700P LTR right side.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|Remington 700 LTR being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock Remington 700 LTR in the alpha loadout menu.]]&lt;br /&gt;
[[File:BFH R700 1.jpg|thumb|none|600px|An appropriately-camouflaged Remington 700 LTR in the release version.]]&lt;br /&gt;
[[File:BFH R700 2.jpg|thumb|none|600px|Aiming with the 8x scope.]]&lt;br /&gt;
[[File:BFH R700 3.jpg|thumb|none|600px|Rechambering the M700 LTR.]]&lt;br /&gt;
[[File:BFH R700 4.jpg|thumb|none|600px|Reloading the detachable box magazine.]]&lt;br /&gt;
[[File:BFH R700 5.jpg|thumb|none|600px|Pulling the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots. Unlike the heavier bolt-action rifles, it comes with only a 6x scope by default, rather than 8x.&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFH Elite 1.jpg|thumb|none|600px|Inspecting the Steyr Elite.]]&lt;br /&gt;
[[File:BFH Elite 2.jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BFH Elite 3.jpg|thumb|none|600px|Topping off with a fresh magazine.]]&lt;br /&gt;
[[File:BFH Elite 4.jpg|thumb|none|600px|Reloading the Steyr from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the &amp;quot;Stinger&amp;quot; and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
The &amp;quot;[[FIM-92 Stinger]]&amp;quot; appears to be the same Training Set Guided Missile M134 model in ''Battlefield 3'' and ''4''. It is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|none|400px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|none|400px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Holding the &amp;quot;Stinger&amp;quot;.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Aiming down the sights of the &amp;quot;Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The description of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; As in the previous two games, 40mm grenades are more useful for finishing weakened enemies off or taking down vehicles than for direct kills. The Police Operator class can use a unique version firing tear gas grenades.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|300px|Heckler &amp;amp; Koch M320 - 40x46mm]]&lt;br /&gt;
[[File:BFH M320 1.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[File:BFH M230 2.jpg|thumb|none|600px|Despite keeping the rear sight folded, it is basically aimed the same way as in the previous titles.]]&lt;br /&gt;
[[File:BFH M320 3.jpg|thumb|none|600px|Opening the barrel.]]&lt;br /&gt;
[[File:BFH M320 4.jpg|thumb|none|600px|Grabbing the spent shell casing.]]&lt;br /&gt;
[[File:BFH M320 5.jpg|thumb|none|600px|Closing the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79]] is available for the Criminal Mechanic Class. Its description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320. The Operator can use a unique version firing tear gas grenades.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFH M79 1.jpg|thumb|none|600px|The M79 launcher. This seems to be the first one in the series without the ''Apocalypse Now'' tiger stripe paint job.]]&lt;br /&gt;
[[File:BFH M79 2.jpg|thumb|none|600px|Aiming the M79.]]&lt;br /&gt;
[[File:BFH M79 3.jpg|thumb|none|600px|Tossing out a spent 40mm round.]]&lt;br /&gt;
[[File:BFH M79 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BFH M79 5.jpg|thumb|none|600px|Snapping the barrel shut with a new round loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
The [[Mk 153 SMAW]] spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to ''[[Battlefield 4]]'''s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
[[File:BFH RPG 1.jpg|thumb|none|600px|Reloading the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any Police class. Incendiaries grenades (and molotovs) thrown by teammates will have blue fire. two are carried at once. Criminals use Molotov cocktails instead.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:BFH ANM14 1.jpg|thumb|none|600px|Contemplating kicking off the Lunar new year with an AN-M14 grenade.]]&lt;br /&gt;
[[File:BFH ANM14 2.jpg|thumb|none|600px|The results went about as expected.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in ''Battlefield 4'', smoke clouds can prevent spotting.&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFH M18.jpg|thumb|none|600px|&amp;quot;This isn't a lotto ticket.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang carry two at a time.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
[[File:BFH M84.jpg|thumb|none|600px|The M84 flashbang in idle.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm L/60==&lt;br /&gt;
In the &amp;quot;Sovereign Land&amp;quot; chapter of the single-player story, Nick makes use of the [[Bofors 40mm]] cannon mounted to a grounded AC130. The GAU-12/U and M102 Howitzer are also present but unusable.&lt;br /&gt;
[[Image:40mm bofors.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40x311mmR]]&lt;br /&gt;
[[Image:BFH AC130.jpg|thumb|none|600px|The wrecked AC130U Spooky in &amp;quot;Sovereign Land.&amp;quot; It has Mexican Air Force markings, but in reality the ''Fuerza Aérea Mexicana'' only operates regular C130 transports.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
[[File:BFH M3M menu.jpg|thumb|none|600px|The M3M's menu page.]]&lt;br /&gt;
[[File:BFH M3M 1.jpg|thumb|none|600px|Firing the FN M3M from a police SUV.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUVs, and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Truck.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured SUV with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] is the default machine gun mounted on the Armored Rescue Vehicle/Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]&lt;br /&gt;
[[File:BFH PKP menu.jpg|thumb|none|600px|The PKP in the menu screen.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Airrow A-8S Stealth==&lt;br /&gt;
The Airrow A-8S Stealth is available in the Betrayal DLC.&lt;br /&gt;
[[File:BFH A8S (1).jpg|thumb|none|600px|The Airrow A-8S in idle.]]&lt;br /&gt;
[[File:BFH A8S (2).jpg|thumb|none|600px|Reloading a &amp;quot;hairpoon&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Triple Rifle==&lt;br /&gt;
A triple-barreled rifle (a ''drilling'') chambered in .700 Nitro Express is available in the Betrayal DLC as the &amp;quot;Mammoth Gun&amp;quot;.&lt;br /&gt;
[[File:BFH MammothGun.jpg|thumb|none|600px|The &amp;quot;Mammoth Gun&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:BFH Mammothgun (1).jpg|thumb|none|600px|The Drilling with a fancy finish.]]&lt;br /&gt;
[[File:BFH Mammothgun (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFH Mammothgun (3).jpg|thumb|none|600px|Ejecting .700 rounds from the Drilling. Notice how the character rests it in the crook of his left arm. As with the similar rifle in [[Far_Cry_4#Double_Rifle|Far Cry 4]], he at least has the decency to actually thumb the latch when opening the barrels.]]&lt;br /&gt;
[[File:BFH Mammothgun (4).jpg|thumb|none|600px|All three cartridges are always ejected and replaced.]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called the &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The in-game version can mount a reflex sight, something not possible with the real-life weapon, and indeed the in-game model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range. Enemies hit with the Taser will visibly spark for several seconds and collapse, and Taser takedowns will award a &amp;quot;Non-Lethal Takedown&amp;quot; score bonus, in addition to allowing players to interrogate the stunned enemy (which reveals the location of the victim's teammates on the minimap for a short time).&lt;br /&gt;
[[Image:X26 police.jpg|thumb|none|401px|Taser X26E with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|A Taser X26E being reloaded in Hardline's early alpha. Note that it used it's normal sights in this version of the game.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|The Taser X26E in the loadout screen.]]&lt;br /&gt;
[[File:BFH X26 (1).jpg|thumb|none|600px|The RMR-equipped Taser in the retail version of the game.]]&lt;br /&gt;
[[File:BFH X26 (2).jpg|thumb|none|600px|Aiming the X26E. As stated above, two vertical dots will appear in the reticule when a target is in range.]]&lt;br /&gt;
[[File:BFH X26 (3).jpg|thumb|none|600px|Firing the Taser at a non-complaint seawall.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1639200</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1639200"/>
		<updated>2023-12-30T18:51:18Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* FG 42 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, PlayStation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''WWII'' uses weapon variants as a part of its multiplayer customization system, much like ''Advanced Warfare'' and ''Infinite Warfare'', though ''WWII''’s variants are purely cosmetic and do not change the weapon's statistics. Many of these weapon variants feature model changes in addition to finish changes, often completely changing the weapon's identity. As a result, on this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. A few cases of borderline weapon distinctions remain as subsections to make management easier. Some of these weapon variants also change the weapon inspection animation, sometimes to be more humorous.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors, while handguns exclusively accept the tactical knife accessory. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April 2018 update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors. All pistols are held with a one-handed grip which is correct for this era.&lt;br /&gt;
&lt;br /&gt;
As with suppressors, tactical knives were not initially included in the game, it was added in &amp;quot;The Resistance&amp;quot; event, as a division perk for the namesake &amp;quot;Resistance&amp;quot; division. But following the overhaul, it was regulated to an attachment as with suppressors. Tactical knives in this game are appropriately not held in the &amp;quot;Harries Technique&amp;quot; stance as with previous entries, as this technique was introduced or developed in the 1970s.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading. Note the &amp;quot;Scapareli Ind. U.S.A.&amp;quot; markings on the slide.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign. Given that that Daniels is merely a soldier, not an OSS agent, its use here in the mission would be incredibly unlikely; among other factors.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902|Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the Anschlagpistole M.12 variant of the M1912 had a similar lever, but this was a fire selector lever, and was on the opposite side of the frame), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. During said scripted section, it is bizarrely depicted with an incorrect swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. A careful examination of the model makes it to be exactly the real Enfield No. 2, including its top break hinge and latch, so the swung-open cylinder doesn't seem to be holding on to anything. The bizarre cylinder misportrayal also means that the swing-out cylinder doesn't have an ejector rod that a swing-out cylinder should have, so the spent rounds (more precisely, the only one round) just drop independently.&lt;br /&gt;
&lt;br /&gt;
In the scripted section, it strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity; it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity. &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the Enfield No. 2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]]. The former use can be excused as a personal weapon of Turner's, which would give some leeway into the selection of weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|350px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|350px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|350px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[File:Enfield No2.jpg|thumb|none|350px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map &amp;quot;The Frozen Dawn&amp;quot;, the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|350px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in single-player, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one. Note the trigger discipline, a safety technique which wasn't used during WWII.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
The &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger feature the upper assembly and the bulbous mainspring assembly of the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|350px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant. Note that it has a grip assembly from a late-model [[Nambu Type 14]].]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide, and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard, and magazine release of the Nambu.&lt;br /&gt;
[[File:Nambu Type 14.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:Nambu Type 14 Transition model.jpg|thumb|none|350px|Nambu Type 14 (Transitional Model) - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Luger-AbwehrII.jpg|thumb|none|600px|The &amp;quot;Abwehr II&amp;quot; variant resembles the transitional model with a larger trigger guard but the original cocking knob.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and uses detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector, meaning that it is visually a normal C96 with the M712's magwell (magazine release included) and magazines. The frame's indentations are strangely in the form of a single big block, somewhat resembling the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer has the rough shape of a standard C96 small ring hammer, but it is modeled without a hole.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|350px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|350px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side, showing off the relatively normal frame indentations and very not-normal hammer and screw...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side, showing off the also-abnormal square magazine release button.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some revolver carbines (although there is no record of carbine versions of the Reichsrevolver existing, and it still lacks a buttstock). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|350px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player character does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod, although the more expensive commercial versions had this), and seemingly ejects the casings through gravity, which is impossible; said &amp;quot;spent casing&amp;quot; is also just an unfired round, bullet and all. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] was added as a new pistol in The Resistance event. The gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles. The upgraded name of &amp;quot;Grey Ghost&amp;quot; is a reference to P38s manufactured in France following World War II, which were nicknamed &amp;quot;Grey Ghost&amp;quot; due to their distinctive grey parkerized finishes.  &lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Austen Mk I==&lt;br /&gt;
The [[Austen|Austen Mk I]] is featured in multiplayer simply as the &amp;quot;Austen&amp;quot;, added in the July 23, 2019 update. Curiously, the stock is always folded in the menu, but is unfolded during play. Additionally, despite using the same 32-round magazines as the normal, prior-added [[Sten]], the Austen holds 25 rounds by default, increasing to a still-too-high 37 with the Extended Mags attachment (which is, as with the Sten, a backwards ''Trommelmagazin 08''). When upgraded, it is known as the &amp;quot;Whispering Wind&amp;quot;. Killing enemies with it has a chance that it will cause an explosion upon their death.&lt;br /&gt;
[[File:Austen.jpg|thumb|none|450px|Austen Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Austen_02.jpg|thumb|none|600px|An Austen at the range. Note the unfolded stock.]]&lt;br /&gt;
[[File:CODWWII_Austen_01.jpg|thumb|none|600px|Inspecting the Austen. This is the &amp;quot;Ferocious II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Austen_03.jpg|thumb|none|600px|The base Austen at the range.]]&lt;br /&gt;
[[File:CODWWII_Austen_04.jpg|thumb|none|600px|There's actually an animation for unfolding the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Bechowiec-1==&lt;br /&gt;
The [[Bechowiec-1]], a Polish submachine gun manufactured on a small scale under German occupation, was added to the game's multiplayer component in the July 23, 2019 update, under the name &amp;quot;Bechowiec&amp;quot;. When Pack-a-Punched it become &amp;quot;The Lighting Catcher&amp;quot;, in which killing zombies through headshots will stun other nearby zombies in an area. Performing melee attacks on stunned zombies will charge up before they explode.&lt;br /&gt;
[[File:Bechowiec-1.jpg|thumb|none|450px|Bechowiec-1 with bolt in retracted position - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Bechowiec_01.jpg|thumb|none|600px|A Bechowiec at the range. This one has a red-dot sight attached.]]&lt;br /&gt;
[[File:CODWWII_Bechowiec_02.jpg|thumb|none|600px|Inspecting the custom Bechowiec.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, lacks the compensator on the muzzle, and has fictional long barrel perforations. In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu. The long barrel perforations somewhat resemble those of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]].]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Błyskawica==&lt;br /&gt;
The [[Błyskawica]] was added to the game in the June 4th 2019 update. When Pack-a-Punched it become the &amp;quot;War Saw&amp;quot;, which is a pun on Warsaw, the city where this gun was made.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|450px|Błyskawica - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Błyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 01.jpg|thumb|none|600px|The Błyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 02.jpg|thumb|none|600px|Inspecting the Błyskawica.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] prototype was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. Its upgraded variant is the &amp;quot;Bridesmaid&amp;quot;, along with the typical upgrade buffs, reloading the weapon while empty releases 3 bubbles of energy behind the player, exploding after a short while. Theses explosions damages zombies, and it cannot harm players.&lt;br /&gt;
[[File:EMP 44.jpg|thumb|450px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|450px|Haenel-Schmeisser MP28/II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:MP18.JPG|thumb|none|450px|Bergmann MP 18/I with ''Trommelmagazin'' 08 - 9x19mm; for comparison]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr-Solothurn MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWii mp34 1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii mp34 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii mp34 3.jpg|thumb|none|600px|Inspecting the top, which lacks the MP34's distinctive receiver cover hinge, and thus implies that the entire receiver is one solid piece...]]&lt;br /&gt;
[[File:CoDWWii mp34 4.jpg|thumb|none|600px|... and the left side. Note the chopped-off stock wrapped in tape; while it isn't entirely clear if this is actually intended to be an MP34 in its entirety (the stock and trigger group seemingly coming straight from the base MP28), this wouldn't be possible on a real one - the MP34's stock houses its recoil spring, so cutting it off like this would prevent the gun from working properly, and leave a rather obvious hole where the spring used to go.]]&lt;br /&gt;
&lt;br /&gt;
==La Coruña M41/44==&lt;br /&gt;
The [[Erma EMP]] was added to the game in the June 4th 2019 update. The in-game game model is based on La Coruña M41/44, a Spanish copy of the EMP in 9x23mm Largo, rather than the actual German EMP. When upgraded, it is known as the &amp;quot;Groomsman&amp;quot; (complementing the &amp;quot;Bridesmaid&amp;quot; of the EMP 44). As with the EMP 44, reloading from an empty magazine releases up to 4 bubbles that can stick through surfaces before exploding.&lt;br /&gt;
[[File:Spanish MP41-44.jpg|thumb|none|450px|La Coruña M41/44 - 9x23mm Largo]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP copy in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII ErmaEMP 01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII ErmaEMP 02.jpg|thumb|none|600px|Inspecting the top. Note the Spanish style cocking handle.]]&lt;br /&gt;
&lt;br /&gt;
==LAD machine gun==&lt;br /&gt;
The [[LAD machine gun|LAD]] (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and was regarded as such by the Soviet Union, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun by IMFDB's definitions. The game certainly treats it like an LMG at any rate, with higher damage and a deeper, punchier firing sound than the SMGs, along with a large, star-shaped muzzle flash that has nothing to do with the shape of the weapon's actual muzzle brake; it seems to have been quite closely based on the code of another one of the game's machine guns, as it rather obviously ejects large, bottlenecked rifle casings substantially larger than the rounds in the belt. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|451px|LAD machine gun (second prototype) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|450px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Hyde==&lt;br /&gt;
The [[M2 Hyde]], the technically-adopted-but-never-mass-produced stepping stone between the [[M1A1 Thompson]] and the [[M3 &amp;quot;Grease Gun&amp;quot;]], was added to the multiplayer component of ''WWII'' in the July 23, 2019 update, under the name &amp;quot;M267&amp;quot; for some reason. Upgrading it turns into the &amp;quot;The Proven&amp;quot;, along with typical upgrades.&lt;br /&gt;
[[File:M2 Hyde.jpg|thumb|none|450px|M2 Hyde - .45 ACP]]&lt;br /&gt;
[[File:CODWWII_Hyde_01.jpg|thumb|none|600px|A customized M2 Hyde at the range.]]&lt;br /&gt;
[[File:CODWWII_Hyde_02.jpg|thumb|none|600px|Inspecting the M2 Hyde.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] is the first available submachine gun in multiplayer, under the name &amp;quot;Grease Gun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment. Note: Pierson's Grease Gun has no magazine in this shot.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:OSS M3 Greas Gun.jpg|thumb|none|400px|OSS M3 - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player character in the campaign level &amp;quot;S.O.E.&amp;quot; by SOE operatives.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|450px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|450px|MAS-38 - 7.65x20mm Longue]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe, despite this being a French gun). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|450px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40]] is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player character holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|450px|none|MP41 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
The Type II is depicted with a charging handle to the right side of the weapon that does not exist in reality; in reality, the Type II operated on a principle similar to the Gustloff Volkssturmgewehr, where the entire front section of the gun and the barrel shroud would recoil when firing (which too is not depicted in-game). The actual charging handle is the tab extended to the left side of the weapon (which would pull back the entire barrel shroud when pulled), depicted as a sling mount in-game.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|450px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering with the fictional charging handle.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side. The ejection port cover is another fictional addition of the in-game weapon.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is one of &amp;lt;i&amp;gt;WWII&amp;lt;/i&amp;gt;'s base game submachine guns. It starts with the 35-round stick magazine, and the drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It has the later-version flip rear sight, but the early-version unhooded front sight. Without the extended mags, the PPSh-41 is modeled with a [[PPS-43]] magwell and magazine, while the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life. It appears in the game's singleplayer campaign, being used by German forces, albeit in mass quantities than in real life (likely due to the need of increased weapon variety). While it is a historical fact that the Germans captured some PPSh submachine guns throughout the war, most or almost all of them are converted to the 9x19mm Parabellum-chambered MP 41(r) or rechambered as the 7.63 Mauser MP 717(r).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant as &amp;quot;The Classic&amp;quot;, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies maps &amp;quot;The Final Reich&amp;quot;, &amp;quot;The Darkened Shore&amp;quot;, &amp;quot;The Shadowed Throne&amp;quot;, and &amp;quot;The Frozen Dawn&amp;quot;. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPsh-41 experimental sight drum mag Left.jpg|thumb|none|450px|PPSh-41 experimental sight - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell. In the beta, the PPSh retained the PPS-43 magwell even with extended mags equipped, and the reload animation showed the drum mag visibly clipping through the magwell.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT/K-50M hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|450px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|450px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG. Not visible in this photo, but there are no rounds in the magazine.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|450px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|450px|Sten Mk V - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|450px|Sten Mk IVA - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|Reloading the Tokyo Arsenal SMG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] is a base game multiplayer-only weapon. Unlike in ''World at War'', the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|450px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
A [[Blunderbuss]] is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. It features the aforementioned issues in its reload animation as with ''Advanced Warfare'', mentioned in its own section.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|450px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the M30 was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
In the campaign, its use by German forces during the 1944 Normandy landings and even afterwards all the way to 1945 is inappropriate, as limited numbers are only issued to Luftwaffe aircrews throughout 1941 and 1942 during the Africa theater.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the M30 have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode. Note the incorrect rearward placement of the sight; the real sight is still modelled on the weapon in front of the sight currently in use, but does not flip up at all.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells; note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round/shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the M30, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
To increase the weapon's resemblance to the M30, the TP-82's barrels are sized up to M30 calibers, the location of the breech is moved forward, and the gun has the M30's breech face instead of the TP-82's. The weapon's reload animation is changed to reflect the different position of the break-open lever. Though the weapon is modeled with TP-82's selector switch, it doesn't have a fire mode switching animation when using the Rifle Bullet attachment, in contrast to the base M30.&lt;br /&gt;
&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the M30's inspection animation involves the player character using the M30's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size. The extended mag is a fictional &amp;quot;drummified&amp;quot; version of the aforementioned magazine plus a lever from ''Trommelmagazin 08''.&lt;br /&gt;
&lt;br /&gt;
Due to its fictional detachable box magazine, the reloading procedure is also completely fictionalized. Non-empty reload animations consists of a simple detach-and-replace animation. The empty reload animation sees the player character turn down the crank lever on the right side of the gun to &amp;quot;open the action&amp;quot; (even though this is what the real crank lever does, the in-game bolt is not animated and shut when the crank is turned), replace the magazine, then press a button near the trigger guard to &amp;quot;close the action&amp;quot;. While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is instead the safety button, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
It is depicted as another shotgun available to Axis forces throughout the campaign (again, likely due to the need of increased weapon variety) and, as mentioned in the M30 Luftwaffe Drilling section above, its use there would not be historically accurate or apt. It is infamously used by German forces in &amp;quot;Hill 493&amp;quot; against Allied forces, where they are loaded with anachronistic incendiary ammo.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine.&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WaltherShotgun1.jpg|thumb|none|600px|Reloading the shotgun from empty, a process which starts by &amp;quot;locking open&amp;quot; the action; as mentioned above, the bolt itself remains closed, leaving one to guess at what the charging handle even does.]]&lt;br /&gt;
[[File:CoDWWII-WaltherShotgun2.jpg|thumb|none|600px|Pushing the fictional magazine release on the left side of the receiver, above the fictional magazine well; the real magazine release for the forearm magazine just in front of it is modeled as a flat plate instead. The forend itself is also modeled completely differently from the real deal (compare with the reference image above).]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|About to smash in the full magazine.]]&lt;br /&gt;
[[File:CoDWWII-WaltherShotgun3.jpg|thumb|none|600px|Finishing the reload process.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the &amp;quot;Flag Top&amp;quot; variant with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like [[:File:Winchester1897TrenchTakedown.jpg|this one]]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a lever-action one, a semi-automatic one, and even two anti-tank rifles) fitted with telescopic sights by default for sniping.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-ITRA1.jpg|thumb|none|600px|Grabbing the magazine...]]&lt;br /&gt;
[[File:CoDWWII-ITRA2.jpg|thumb|none|600px|...which has no cartridges left. Note the '''Moschetto Automatico Roma 1935 XIII''' (meaning ''Automatic Musket Rome'' and with the XIII marking the 13th year of Musslini's rule according to ''Era Fascista'' calendar) markings.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-ITRA3.jpg|thumb|none|600px|Giving the magazine an extra tap during the empty reload; the charging handle is never used.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
[[File:CoDWWII-ITRA4.jpg|thumb|none|600px|The left side of the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category under the name &amp;quot;Ribeyrolles&amp;quot;. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight. The upgraded variant is known as the &amp;quot;Roland's Count&amp;quot;, while its rate of fire decreases when upgraded, it fires explosive rounds which do not damage the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|450px|Chauchat-Ribeyrolles 1918 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like in ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds. When upgraded, it is known as the &amp;quot;First Red Hero&amp;quot;, likely in reference to being the first automatic rifle used by the Soviet Union.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon. German Heer forces in &amp;quot;Hill 493&amp;quot;, &amp;quot;Ambush&amp;quot; and &amp;quot;The Rhine&amp;quot; inappropriately make use of this weapon. The FG 42 was issued exclusively to the Luftwaffe, although it should be noted that the Luftwaffe itself is not depicted in the game. Its scarcity and usage (due to the extreme material costs) also prevented much widespread use depicted as well.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42/II - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling appears as if it is linked to the front of the forearm, but it's actually just wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|The &amp;quot;FG 42&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG1.jpg|thumb|none|600px|Pressing the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Getting a full magazine in place.]]&lt;br /&gt;
[[File:CoDWWII-FG2.jpg|thumb|none|600px|Charging the FG 42 with an underhand technique.]]&lt;br /&gt;
[[File:CoDWWII-FG3.jpg|thumb|none|600px|Inspecting the right side. Note the closed bolt; given that the in-game rifle fires exclusively in full-auto, this is incorrect, as the FG 42 fires from an open bolt in full-auto.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with the extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic2.jpg|thumb|none|600px|Inspecting the &amp;quot;Revised&amp;quot; variant. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42/II with bipod and ZFG42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope2.jpg|thumb|none|600px|Looking through the ZFG42 scope.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds and were straight. Also, note the ''Ausgangsseitengewehr'' bayonet; since the G43 lacks a bayonet lug, Sledgehammer apparently decided to attach it to the end of the cleaning rod instead.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Grossfuss Sturmgewehr==&lt;br /&gt;
The [[Grossfuss Sturmgewehr]], a late-war prototype German assault rifle meant to replace the [[Sturmgewehr 44]], was added to multiplayer in the July 23, 2019 update. It is known in-game as the &amp;quot;GBD-79&amp;quot;. When upgraded, the Sturmgewehr is renamed to the &amp;quot;Compact Chaos&amp;quot;.&lt;br /&gt;
[[File:Horn Sturmgewehr.jpg|thumb|none|450px|Grossfuss Sturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:CODWWII_GBD_01.jpg|thumb|none|600px|A customized Grossfuss Sturmgewehr at the range.]]&lt;br /&gt;
[[File:CODWWII_GBD_02.jpg|thumb|none|600px|Inspecting the customized Grossfuss Sturmgewehr. Note the extended magazine, which appears to be a shrunken-down [[MG15]] mag. Despite using the same standard magazines, the StG 44, [[Gustloff Volkssturmgewehr]], Grossfuss Sturmgewehr, and Wimmersperg Spz all have different extended magazine models in-game (all of which are fictional).]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
The [[Gustloff Volkssturmgewehr]] was added in The Resistance event. It is depicted as fully-automatic; whether or not a full-auto version of the Volkssturmgewehr existed in reality is disputed. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine, rather than the also-fictional 45-round straight magazine used by the Sturmgewehr. When the Volkssturmgewehr is upgraded in Nazi Zombies, it is renamed to &amp;quot;People's Storm&amp;quot;, in reference to its English name. It features higher damage, larger magazine count and additional spare ammunition.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Gustloff Volkssturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are (correctly) the same as those used by the [[Sturmgewehr 44|StG 44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back on its upper assembly, with the user placing the actual charging handle between his thumb and forefinger. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly and an independently-moving handle, which results in a different animation wherein it is pulled by itself.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS_Rifle_Series#MAS-44|MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is still erroneously labeled as the &amp;quot;M1A1&amp;quot; as it was in ''[[Call of Duty: World at War|World at War]]''. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and fires in full-auto, correct for the M2, which it isn't, as the model does not change and it lacks the M2's fire selector.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|An M1 Carbine in first-person.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming the carbine. Note the odd front sight, which seems to have come off of an [[M1918A2 BAR]]; rather fitting, given that the game's BAR lacks its front sight hood.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading; note the lack of a bayonet lug, as compared to the image above..]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle; upon firing the last round, regardless of which magazine is inserted, the bolt will lock back. The real M1 lacks an automatic bolt hold-open (instead only having a manual one); 30-round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (as an indicator that the weapon is empty), though as this doesn't engage the weapon's bolt hold-open, the bolt immediately drops upon removing said magazine.]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|Speaking of which, here's the Carbine with its extended magazine; this holds 22 rounds in-game, in keeping with its &amp;quot;150% rounded down&amp;quot; rule of extended magazines. It's not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant; somewhat bafflingly, it appears to have the later-added M2's fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic. In Nazi Zombies, the &amp;quot;G.O.A.T.&amp;quot; upgraded variant allows 2 round burst along with higher damage and impossibly extended magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1. As is the case in many games, the rear sight is massively widened and raised high for indirect fire (as one would expect, it fires straight ahead in-game); this is generally done to provide a clearer sight picture.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:BM59A.jpg|thumb|none|400px|Beretta BM59 &amp;quot;Truppe Alpine&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct. When upgraded, the M2 Carbine turns into the &amp;quot;M2A2 Carbine&amp;quot;, which is the name of a refurbished variant of the M2 Carbine. It features higher damage, 30 round magazines (by default) and increased ammunition.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle was added as a sniper rifle in the Attack of the Undead event. As in ''World at War'' it is a ridiculous choice for a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15. When upgraded, it is known as the &amp;quot;Complex Beat&amp;quot;.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [http://www.imfdb.org/wiki/Talk:Call_of_Duty:_Vanguard#Sport-Systeme_Dittrich_BD-44_Folding_Stock Sport-Systeme Dittrich BD-44] stock; this is mechanically implausible, as the StG's stock contains its recoil spring. When upgraded in Zombies mode, it will be renamed to &amp;quot;STG770&amp;quot;, along with the typical upgrades.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. Despite the many modifications applied to the weapon, the weapon can still be identified by the appearance of its pistol grip. It has a cut-down barrel and gas system, relocated and lowered rear sight, a different front sight, a compressed lower receiver, and the same [http://www.imfdb.org/wiki/Talk:Call_of_Duty:_Vanguard#Sport-Systeme_Dittrich_BD-44_Folding_Stock Sport-Systeme Dittrich BD-44] as on the &amp;quot;Haywire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On a side note, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the &amp;quot;Shingles&amp;quot; variant of the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn. In ''WWII'', Epic variants (like the &amp;quot;Shingles&amp;quot;) are always dirty or otherwise worn, while the Heroic variants are clean and pristine. Many weapon variants appear in both Epic and Heroic forms (the &amp;quot;Shingles&amp;quot; is not one of them however), with the Heroic variants' names being suffixed with a &amp;quot;two&amp;quot; (&amp;quot;II&amp;quot;).]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44 Model 4==&lt;br /&gt;
The [[AS-44|Sudayev AS-44 Model 4]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum (of the same type as the [[Gustloff Volkssturmgewehr]], despite them using completely different magazine designs in reality). Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Prototype 7&amp;quot; is the upgraded variant of the AS-44 in Zombies, the name in reference to it being the seventh and last prototype before development was ended.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 Model 4 - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the Sudayev AS-44 Model 4.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to the [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees. When upgraded, the SVT-40 will be renamed to the &amp;quot;AVT-40&amp;quot;, however it is not a true AVT-40, it is merely a reskin akin to the M1A1 to &amp;quot;M2 Carbine&amp;quot;. The upgraded variant allows for fully automatic fire (akin to the real AVT-40), along with higher damage.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm Swedish]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the [[Rasheed Carbine]], an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding &amp;quot;coat hanger&amp;quot; East German AK stock (which is obviously anachronistic) and a Sten skeletonized pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle. The &amp;quot;Go Ban&amp;quot; upgraded variant has typical Nazi Zombies upgrades, increased damage, doubled magazine capacity and increased ammunition.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Wimmersperg Spz-kr==&lt;br /&gt;
The [[Wimmersperg Spz|Wimmersperg Spz-kr]], a German late-war assault rifle design (actually a family of designs, the in-game weapon being the magazine-pistol-grip styled ''kv'' or ''kr'' carbine variants) intended to combine bits from both the [[Sturmgewehr 44]] and the [[Sten]] to create a cost-saving assault rifle, was physicalized and added to multiplayer in the July 23, 2019 update. No units of the Wimmersperg Spz were known to have ever been made in real life. When upgraded, it is renamed to the &amp;quot;Spz-X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon features a standard StG 44 rear sight by default; in real life, the known description of the weapon's concept (from ''Sturmgewehr! From Firepower to Striking Power'' by Hans-Dieter Handrich) describes the weapon as having a different rear sight from the StG 44, and the sights also slightly offset to the left. The in-game model does feature a dovetail scope mount to the right of the weapon, matching descriptions of the concept.&lt;br /&gt;
[[File:Wimmersperg Spz-kr rekonstrukcja.jpg|thumb|none|450px|Wimmersperg Spz-kr - 7.92x33mm Kurz. ('''Modern''' reconstruction based on original sketches.)]]&lt;br /&gt;
[[File:CODWWII_Wimmersperg_01.jpg|thumb|none|600px|A customized Wimmersperg at the range.]]&lt;br /&gt;
[[File:CODWWII_Wimmersperg_02.jpg|thumb|none|600px|Inspecting the customized Wimmersperg. Note the very Sten-like receiver design.]]&lt;br /&gt;
&lt;br /&gt;
=Manually-Operated Rifles/Carbines=&lt;br /&gt;
The &amp;quot;sniper rifles&amp;quot; class consists of the following manually-operated rifles &amp;amp; carbines, as well as the aforementioned semi-automatic [[Kbsp wz. 38M]] and [[PTRS-41]]. The weapons from that category were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iron sights&amp;quot; attachment was made available for all &amp;quot;sniper rifles&amp;quot; following the Attack of the Undead event, which removes their default optics. &lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃 (''kyū kyū shiki shōjū''), which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is based on the real Arisaka's sniper scope reticle, and has mostly correct horizontal markings, but its vertical markings are completely different and somewhat nonsensical. The real reticle has a 0m zeroing marking near the center, and has a vertical axis that goes down with increasing zeroing markings. Here, the reticle gains a new set of increasing ranging markings going ''up'', apparently implying a ''negative zero'' of up to -1400m. The 2 marking extended to the side is this way on the real reticle to fit it into the tight available space; here it's retained apparently solely for the cool factor, and it's also moved above 0.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|450px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. The Extended Mag attachment is the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable. Reloading the regular Kar98k has a lot of inaccuracies (which are shared with most of the other base game bolt-action rifles), namely;&lt;br /&gt;
&lt;br /&gt;
* There is no dynamic reload in for base game bolt-action rifles in ''WWII'', therefore the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for rounds still in the rifle or how much ammo is in the player's reserves.&amp;lt;br&amp;gt;&lt;br /&gt;
* The stripper clip is attached and loaded diagonally, allowing the rifle to still be reloaded with stripper clips even when scopes are used, which would block stripper clips in reality.&amp;lt;br&amp;gt;&lt;br /&gt;
* The stripper clip is shoved into the magazine in its entirety, clip and all. This one seems to have been fixed in a patch however.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game, used without a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Incorrectly reloading the Kar98k.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|Inspecting a Kar98k fitted with the Extended Mag attachment.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kb ppanc wz. 35==&lt;br /&gt;
The [[Kb ppanc wz. 35]], a Polish anti-tank rifle, was added to the game in the June 4th, 2019 update. By default, it is fitted with what appears to be a Russian PU scope on a completely fictitious mount, though the historically-appropriate iron sights are available as an optional &amp;quot;attachment&amp;quot;. It incorrectly holds 5 rounds in its 4-round box magazine (or 7 in the fictitious extended one). It appears to have been rather closely based on the code for something else, since its sounds are near-identical to the rest of the rifles (as opposed to the substantially deeper sound of the game's other AT rifle, the [[PTRS-41]]), and its ejected casings are both too small and come out too soon. When Pack-a-Punched it becomes the &amp;quot;Show stopper&amp;quot;.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|450px|wz. 35 - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|Inspecting the wz. 35.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Lee-Enfield|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Like the Kar98k and the Springfield, the Lee-Enfield is reloaded with a stripper clip loaded in diagonally, allowing it to bypass the scope. The reload also only loads one clip regardless of rounds remaining the gun, allowing it to replenish all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional. The extended mag is reloaded by detaching and replacing it.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|350px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-36==&lt;br /&gt;
The [[MAS-36]] is featured in multiplayer as the &amp;quot;M36&amp;quot;, added in the July 23, 2019 update. It incorrectly holds 10 rounds in its 5-round fixed magazine, increasing to 15 with the fictional extended one; even more bizarrely, these are loaded one-by-one (i.e. no stripper clips), regardless of whether or not the weapon has a scope fitted (which wouldn't block the action anyway, since it's mounted onto the barrel and not the receiver).&lt;br /&gt;
[[File:MAS36.jpg|thumb|none|450px|MAS-36 - 7.5x54mm French]]&lt;br /&gt;
[[File:CODWWII_M36_01.jpg|thumb|none|600px|An M36 at the range. This is the &amp;quot;Rancher II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_M36_02.jpg|thumb|none|600px|Inspecting the MAS-36.]]&lt;br /&gt;
[[File:CODWWII_M36_03.jpg|thumb|none|600px|The base MAS-36 with iron sights.]]&lt;br /&gt;
[[File:CODWWII_M36_04.jpg|thumb|none|600px|Note that even with just iron sights, the rifle is still reloaded one round at a time rather than with a charger.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion, and the full 5-round clip isn't used for every single reload. When the weapon is scoped, the reload has the player character loading three (or less) loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the 7-round &amp;quot;extended mag&amp;quot; is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
At release, the player character would fail to cover the action during a mid-magazine reload, and unnecessarily covers the action during an empty reload, regardless of attachments. These appear to have been fixed in a later update.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Schälldampfer Karabiner==&lt;br /&gt;
The [[Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right. Note how the magazine sticks a short ways out of the well; on the actual rifle, the Luger magazine's distinctive round grasping knobs sit directly in the notches on the bottom of the stock, leaving much less of the magazine exposed.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is one of the available sniper rifles. With Extended Mags, it gains an [[:File:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
[[File:CoDWWII-spring3.jpg|thumb|none|600px|The unscoped Springfield in-game.]]&lt;br /&gt;
[[File:CoDWWII-spring4.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Gum Shoe&amp;quot; variant resembles a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Gum Shoe&amp;quot;; note the non-standard striker design.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the sights of an A1; the M1903A4s lacked irons entirely). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_RangerII_02.jpg|thumb|none|600px|Holding the &amp;quot;Ranger II&amp;quot; on the streets of occupied Paris.]]&lt;br /&gt;
[[File:CODWWII_RangerII_03.jpg|thumb|none|600px|Inspecting the left side. Like the &amp;quot;Gum Shoe&amp;quot;, it has an odd enlarged striker.]]&lt;br /&gt;
[[File:CODWWII_RangerII_04.jpg|thumb|none|600px|Inserting the extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 70===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot; and &amp;quot;Faithful&amp;quot; variants have distinctly different receivers, resembling [[Winchester Model 70]]s; both feature sporter-style forends, Unertl scopes (by default), and hooded front sights, with the former having a conventional M1903-style stock, and the latter having the same two-piece stock setup as the &amp;quot;Ranger&amp;quot;.&lt;br /&gt;
[[File:Win70-1.jpg|thumb|none|450px|Winchester Model 70 with 7.8x Unertl scope - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as a playable sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun, and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun. The BAR is categorized as a &amp;quot;rifle&amp;quot; in-game (which it does not benefit from the bipod ability, as a result), but it is categorized as a machine gun for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theater, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG&amp;quot;, short for General-Purpose Machine Gun, even though it's actually a light machine gun (or a no-purpose machine gun if performance is taken into account), ironically reversing the GPMG-to-LMG misclassification common in the series. The Modello 30's Zombies upgrade is ironically known as &amp;quot;Good Enough&amp;quot;, which fires explosive bullets.&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles, it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mmRB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|Reloading the &amp;quot;Fiore di Morte&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] is one of the light machine guns included at release. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a ''Call of Duty'' game. It is used by both US forces and British SOE operatives seen in &amp;quot;S.O.E.&amp;quot;, both uses of the Bren are rather inappropriate as the main British forces (which do not appear in the campaign mode) are issued to it. US forces use the M1918A2 BAR as their &amp;quot;machine gun&amp;quot; of sorts and SOE operatives prefer more covert weapons.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 light machine gun|Nambu Type 11]]. The &amp;quot;Ronnie&amp;quot; upgraded variant allows the player to be shielded when reloading from empty, in addition to the other buffs it provides.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt. Like the German machine guns, its fire rate is nowhere near its real rate.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', firing this weapon from the hip would be very impractical: an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the anachronistic [[Browning M1919#Stinger Machine Gun|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations (particularly the belt reload) and its rate of fire of 314 RPM, instead of the 1200 RPM the real weapon offers.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider. The &amp;quot;Hurt Box&amp;quot; is its upgraded variant in Zombies, which can stun certain enemies.&lt;br /&gt;
[[File:Stinger replica.jpg|thumb|none|450px|Stinger machine gun replica built by the Canadian Historical Arms Museum - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the odd-looking bipod, the curious vertical carrying handle, and the strange non-standard slotted barrel shroud. The style of the front sight and the way the carrying handle is mounted indicates that ''WWII'''s Stinger is referenced after the Stinger replica built by the Canadian Historical Arms Museum instead of the one built by Guiette Mfg., Inc.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game. Note that the cocking slot opening visible on the left side of the AN/M2 and the Stinger's receiver is absent in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The feed tray cover has been embellished with a fictional screwed-on plate; the writing on it claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. It seems that the weapon artist was told to model a fictional 60-round belt box, complete with proper stenciling saying &amp;quot;60 ROUND MAG&amp;quot;, but the game designer in charge of weapon stats was told to completely ignore it.]]&lt;br /&gt;
&lt;br /&gt;
==FM 24/29==&lt;br /&gt;
The [[Chatellerault Light Machine Gun|Chatellerault FM 24/29]] is featured in multiplayer simply as the &amp;quot;Chatellerault&amp;quot;, added in the July 23, 2019 update. Its extended magazine model is the same side-mounted drum as used on the in-game Bren. The upgraded variant renames it to the &amp;quot;The Black Cat&amp;quot;.&lt;br /&gt;
[[File:Chatellerault M1924-29.JPG|thumb|450px|none|FM 24/29 - 7.5x54mm French]]&lt;br /&gt;
[[File:CODWWII_Chatellerault_01.jpg|thumb|none|600px|A Chatellerault M1924/29 at the range.]]&lt;br /&gt;
[[File:CODWWII_Chatellerault_02.jpg|thumb|none|600px|Inspecting the Chatellerault M1924/29. This is the &amp;quot;Death Blinger&amp;quot; variant. Despite its flashy appearance, this is only an Epic variant, not the Heroic.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds. The upgraded variant is the &amp;quot;Slice of Kiwiana&amp;quot;, along with the typical buffs upgraded weapons have, the Charlton has a unique ability where headshots have a chance to cause a fiery death effect that stuns and attracts zombies.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|450px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|450px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The [[Browning Automatic Rifle#Kg m/21|Kg m/21]], a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG. The &amp;quot;Swedish-Chocolate&amp;quot; upgrade allows infinite spare ammunition, but it cannot be reloaded until the magazine is empty and reloading the weapon will give the player between 4 to 50 rounds. The upgraded variant also fires glowing bullets which can deal extra damage.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|450px|Kg m/21 - 6.5x55mm Swedish]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|Inspecting the Kg M/21. It has been fitted with the straight extended mags.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket. When the Lewis Gun is upgraded, it becomes the &amp;quot;Belgian Rattlesnake&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so Sledgehammer Games invented this strange extended magazine with a deliberately thin end.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[File:Type92Lewis.jpg|thumb|none|450px|Japanese Type 92 with forced-air cooling jacket - 7.7x58mmR Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] is classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game. When upgraded, the BAR is renamed to the &amp;quot;FU-BAR&amp;quot;, along with increased damage, magazine capacity and spare ammunition.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|450px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG. The M1941's Nazi Zombies upgrade is the &amp;quot;Emma Gee&amp;quot;, along with the typical upgrades as one would expect. It is seen with the main US forces in &amp;quot;Collateral Damage&amp;quot; and &amp;quot;The Rhine&amp;quot;. However, its historical use of the M1941 would only be regulated to US special forces and Marines throughout the war, which makes its appearance there inappropriate.&lt;br /&gt;
&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. The actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds.]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
===M1941 Johnson rifle===&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]], converted for ground usage, is another new machine gun present in the base game. It is the standard machine gun for the Wehrmacht in the campaign, even though the [[MG34]] would be more suitable. The weapon's in-game fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead). It is known as the &amp;quot;Prop Shredder&amp;quot; when upgraded.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier. The default magazine for the MG15 is a bizarre &amp;quot;half-saddle drum&amp;quot;, which holds 50 rounds in multiplayer and 75 in singleplayer. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]] is present in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]]. The &amp;quot;Bone Saw&amp;quot; upgrade allows for a heavily increased rate of fire, similar to its real-life counterpart. &amp;quot;The Vintage&amp;quot; is another variant of the MG42 obtainable through an Easter Egg in &amp;quot;The Frozen Dawn&amp;quot;, with an increased magazine capacity of 125. This can be upgraded further to the &amp;quot;Freak Show&amp;quot;, along with a 250-round magazine.&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34. While period appropriate for the single player campaign and most of the multiplayer maps, its potential use in some early war maps such as Dunkirk (1940), Gustav Cannon (1941), Anthropoid and Egypt set in 1942 would be anachronistic. The use of the post 1943 vertical charging handle MG42 on the map Stalingrad would also be anachronistic since the early pre-1943 slab-sided horizontal charging handle version was used in limited numbers at Stalingrad.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map &amp;quot;Pointe du Hoc&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun).&lt;br /&gt;
&lt;br /&gt;
It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view. When upgraded in Nazi Zombies, it becomes the &amp;quot;Spandau Serenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The in-game model is embellished with additional parts visible on the side of the receiver. The base 50-round drum magazine model is also fluted instead of smooth, making it somewhat resemble half of an MG15 magazine. When extended magazines are equipped, the magazine model changes into a MG15-esque 75-round double drum magazine. It is known as &amp;quot;78 Deaths&amp;quot; when upgraded in Zombies mode.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|450px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät]] rifle grenade launcher was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|A Gewehrgranatengerät mounted on a Gewehr 43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in ''WAW'', the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces. It is incorrectly defined as an &amp;quot;anti-aircraft launcher&amp;quot; in-game.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|First person view of the mounted grenade launcher.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|Loading an Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the single-player campaign which are unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces. Despite using entirely different rockets, the Panzerschreck in-game shares the same ammo pool as the M1 Bazooka.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in single-player, while in multiplayer they are available through a scorestreak. They have 100 units of limited ammo (which is more fuel than it is what is capable of compared to real life), and they cannot be overheated.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer and campaign, and is a collectible memento during the third single-player mission &amp;quot;Stronghold&amp;quot;. It is obsolete during the game's time period, as the improved [[Flammenwerfer 41]] is used as the standard flamethrower for German forces throughout the war.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''. Not a very good idea to hold the extremely hot barrel bare-handed, Daniels.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectible memento during the seventh single-player mission &amp;quot;Death Factory&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|600px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels discovers the flare pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
Several [[F-1 hand grenade]]s can be seen hanging on the &amp;quot;Russian Engineer&amp;quot; and &amp;quot;Russian Sailor&amp;quot; uniforms.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|185px|F-1 hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|600px|The F-1 attached to the belt of the &amp;quot;Russian Engineer&amp;quot; who wears a ''Budenovka'' hat.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, M1A1 Bangalores are used to blow up German barbed wire defenses.&lt;br /&gt;
[[File:Bangalore-Box-2.jpg|thumb|none|400px|Crate containing M1A1 Bangalore Torpedoes.]]&lt;br /&gt;
[[File:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day in yet another recreation of the Omaha Beach scene from ''[[Saving_Private_Ryan#M1A1_Bangalore_Torpedo|Saving Private Ryan]]''.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level (&amp;quot;Hill 493&amp;quot;), Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]]. These mines are depicted as anti-personnel in-game, rather than being anti-armor in real life.&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in-game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In single-player, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is used for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player character a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|185px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|600px|The smoke grenade in the selection menu. Note that white is not a color the M18 is available in; this should be an [[AN/M8 HC smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
[[File:CoDWWII-M18Mortar1.jpg|thumb|none|600px|The &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|185px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII-mills1.jpg|thumb|none|600px|The Mills in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|185px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|600px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|185px|Mk. V CN Gas Grenade]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|600px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on the &amp;quot;Danish Resistance&amp;quot; uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|185px|Model 23 Haanbombe]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|600px|The &amp;quot;Danish Resistance&amp;quot; uniform with two Haanbombes hanging from the belt. Note the M1923 helmet of the Royal Danish Army with the coat of arms on it.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px|Using a hybrid Stielhandgranate in the multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Unscrewing the cap.]]&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
[[File:CoDWWII-StielhandgranateBox1.jpg|thumb|none|600px|Several correct modeled stick grenades in an ammunition box.]]&lt;br /&gt;
[[File:CoDWWII-StielhandgranateUniform1.jpg|thumb|none|600px|A Model 24 Stielhandgranate tucked into the belt of the &amp;quot;Polish Underground&amp;quot; Resistance fighter's uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]]s appears in the &amp;quot;The War Machine&amp;quot; DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|185px|Model 39 Eihandgranate]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|185px|No. 69 Mk. I]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|600px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|600px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the &amp;quot;French Legionnaire&amp;quot; uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|185px|OFX 37 with Mle. 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|600px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Pole Charge==&lt;br /&gt;
During the mission &amp;quot;Hill 493&amp;quot;, Daniels escorts Pvt. Parker who carries a pole charge to destroy a German bunker.&lt;br /&gt;
[[File:CoDWWII-PoleCharge1.jpg|thumb|none|600px|Pvt. Parker holds the pole charge.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the &amp;quot;Russian Engineer&amp;quot;, sailor, &amp;quot;Soviet Sapper&amp;quot;, and &amp;quot;Soviet Underground&amp;quot; uniforms in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|600px|Two RGDs hanging from the sailor's belt.]]&lt;br /&gt;
[[File:CoDWWII-RGD1.jpg|thumb|none|600px|The &amp;quot;Soviet Underground&amp;quot; with two RGDs.]]&lt;br /&gt;
[[File:CoDWWII-RGD2.jpg|thumb|none|600px|The &amp;quot;Soviet Sapper&amp;quot; with an RGD-33 between his right arm and his SN-42 body armor (&amp;quot;''Стальной нагрудник''&amp;quot;; Steel Bib).]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;S-Mine 44&amp;quot;. In-game, it takes the place of a soldier's grenades in multiplayer and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine1.jpg|thumb|none|600px|When equipping the S-Mine the player character pulls the safety pin.]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
[[Tellermine 42]] AT mines are seen on top of sticks, so-called ''Rommelspargel'' (&amp;quot;Rommel's asparagus&amp;quot;), during the &amp;quot;D-Day&amp;quot; single-player mission and &amp;quot;Operation Neptune&amp;quot; in the multiplayer mode.&lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|300px|Tellermine 42]]&lt;br /&gt;
[[File:CoDWWII-ATMine1.jpg|thumb|none|600px|The Tellermine 42 seen in the &amp;quot;Operation Neptune&amp;quot; War mission. Note the low-detailed pressure cap and plate. The body is mislabeled with '''T Mi Pilz''' which indicates to the [[Tellermine 43]].]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2 cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in single-player, and usable in some scripted setpieces where one is used to engage enemy planes.&lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mmB]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|A Flak 38 mounted on the beach in the HQ.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a disabled ''Halbketten-Lkw'' Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:CoDWWII-FlaKFord1.jpg|thumb|600px|none|The right side of an intact Ford.]]&lt;br /&gt;
&lt;br /&gt;
==2 cm KwK 30==&lt;br /&gt;
Sd.Kfz. 231 armored cars on the multiplayer map &amp;quot;[[Anthropoid]]&amp;quot; are equipped with [[KwK 30]] autocannons.&lt;br /&gt;
[[File:KwK30mountedon222.jpg|thumb|none|450px|Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB]]&lt;br /&gt;
[[File:CoDWWII-KwK30-1.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==2-Inch Mk. VIII Mortar==&lt;br /&gt;
A 2-inch Mk. VIII Mortar is seen strapped to the backpacks of the &amp;quot;British Commando&amp;quot; paratrooper uniform in multiplayer.&lt;br /&gt;
[[File:CoDWWII-2inchMortar1.jpg|thumb|600px|none|The 2-inch Mk. VIII Mortar in-game.]]&lt;br /&gt;
&lt;br /&gt;
==20 mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5 cm PaK 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the single-player campaign and on multiplayer maps.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|Panzerabwehrkanone (PaK) 38 - 50x419mmR]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII pak38-2.jpg|thumb|none|600px|A &amp;quot;PaK 38&amp;quot; during the &amp;quot;Operation Cobra&amp;quot; mission in-game.]]&lt;br /&gt;
[[File:CoDWWII pak38-3.jpg|thumb|none|600px|A view of the breech.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)]]&lt;br /&gt;
[[File:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[File:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the single-player campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer1.jpg|thumb|none|600px|The kurzer Granatwerfer in the &amp;quot;Operation Cobra&amp;quot; mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer3.jpg|thumb|none|600px|Two views of another Granatwerfer in the &amp;quot;Hill 493&amp;quot; level alongside with ''Wurfgranate'' 39 shells.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the single-player and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|Flugabwehrkanone (FlaK) 18 - 88x571mmR]]&lt;br /&gt;
[[File:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view shows the rear parts of the guns.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|A spent 8.8 cm shell is seen coming out of the breech.]]&lt;br /&gt;
&lt;br /&gt;
==12.8 cm Flak Zwilling 40==&lt;br /&gt;
Some [[12.8 cm Flak 40|Flak-Zwillingskanonen]] can be seen on the &amp;quot;Flaktower&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:Flak-Zwilling40.jpg|thumb|none|250px|Flak-Zwilling 40 - 128x958mmR]]&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
[[File:CoDWWII-FlakZwilling1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CoDWWII-FlakZwilling2.jpg|thumb|600px|none|Two closer views of the same anti-aircraft gun.]]&lt;br /&gt;
[[File:CoDWWII-FlakZwilling3.jpg|thumb|600px|none|A view of the rear side.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several [[15 cm Nebelwerfer 41|Nebelwerfer 41]] multiple rocket launches can be seen on the maps &amp;quot;Aachen&amp;quot; and &amp;quot;Carentan&amp;quot;.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|400px|Nebelwerfer 41 - 158 mm (6.22 inch)]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CoDWWII-Nebelwerfer1.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the map &amp;quot;Carentan Winter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sIG 33==&lt;br /&gt;
German ''Panzerkampfwagen I Ausf B'' &amp;quot;Bison&amp;quot; self-propelled guns on the multiplayer map &amp;quot;Dunkirk&amp;quot; have mounted [[15 cm sIG 33]] guns.&lt;br /&gt;
[[File:sIG33.jpg|thumb|none|400px|15-cm-schweres Infanteriegeschütz (''sIG'') 33 - 149.1mm]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sFH 18==&lt;br /&gt;
Various [[15 cm schwere Feldhaubitze 18]] can be seen and destroyed by Daniels in the Hürtgenwald missions. Various other howitzers are also present on multiplayer maps.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|Schwere Feldhaubitze 18 - 150mm]]&lt;br /&gt;
[[File:CoDww2 held 18 2.jpg|thumb|none|600px|Daniels encounters the first ''Feldhaubitze''.]]&lt;br /&gt;
[[File:CoDww2 held 18 1.jpg|thumb|none|600px|Taking a look at the third one.]]&lt;br /&gt;
[[File:CoDWWII-sFH1.jpg|thumb|none|600px|The disabled breech of one sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
German [[15 cm TbtsK C/36]] can be seen on multiplayer maps.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm TbtsK C/36 naval gun in a ''Regelbau'' M272 casemate at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
[[File:CoDww2-naval.jpg|thumb|none|600px|The Naval Gun in the HQ mounted in a ''Regelbau'' M272 casemate.]]&lt;br /&gt;
[[File:CoDWWII-TbtsK1.jpg|thumb|none|600px|One of the naval guns in the &amp;quot;Operation Neptune&amp;quot; war mission.]]&lt;br /&gt;
[[File:CoDWWII-TbtsK2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-TbtsK3.jpg|thumb|none|600px|The other one offers two views of the rear side.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;Aachen&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of ''[[Call_of_Duty:_Finest_Hour#155_mm_Gun_Motor_Carriage_M12|Call of Duty: Finest Hour]]'', &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
[[file:CoDWWII-M12GunMotorCarriage1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==80 cm Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The [[80 cm Kanone (E)|''Schwerer Gustav'']] railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|80 cm Kanone (E) - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk. VI on the &amp;quot;Gibraltar&amp;quot; map and on Crusader Mk. II tanks on the maps &amp;quot;Egypt&amp;quot; and &amp;quot;Excavation&amp;quot;.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|Besa Mark 2 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The Besa mounted on a Light Tank Mk. VI.]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
British BL 4.5-inch medium field guns are seen on the map &amp;quot;Egypt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the maps &amp;quot;Gibraltar&amp;quot; and &amp;quot;Dunkirk&amp;quot; (which is inspired of the movie scene of ''[[Atonement]]'' and of the [[Dunkirk (2017)|2017 movie]]).&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 - 40x311mmR]]&lt;br /&gt;
[[File:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[File:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Bofors as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II*==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with [[Browning AN/M2|Browning .303 Mk II*]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II* - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'', the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality, the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.]]&lt;br /&gt;
[[File:CoDWWII-BrowningAir1.jpg|thumb|none|600px|The muzzles of a shot down Thunderbolt on the map &amp;quot;Pointe du Hoc&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2|Browning M2HB heavy machine gun]]s can be seen in the singleplayer.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB .50 BMG in-vehicle mounting]]&lt;br /&gt;
[[File:CODWWII-BrowHB.jpg|thumb|none|600px|An American soldier carries a Browning HB during the cutscene of &amp;quot;Operation Cobra&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
In the single-player mission D-Day, Daniels' squad is tasked with destroying a French Canon de 155 Grande Puissance Filloux (GPF) used by the Germans. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. These guns are also present in ''[[Call of Duty 2]]'''s seventeenth level &amp;quot;The Battle of Pointe du Hoc&amp;quot;.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[File:CoDww2 gpf 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDww2 gpf 2.jpg|thumb|none|600px|The &amp;quot;GPF Cannon&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 tanks on the &amp;quot;Valkyrie&amp;quot; map have hull-mounted [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII-DT.jpg|thumb|none|600px|A mounted DT in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20x110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
The [[MG13]] machine gun is mounted on the Sd.Kfz. 231 armored cars.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Leichtes Maschinengewehr Modell Dreyse 13 - 7.92x57 Mauser]]&lt;br /&gt;
[[File:CODWWII-MG13-1.jpg|thumb|none|600px|A mounted MG 13 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG 34 mounted on a Panzer IV Ausf. F medium tank. These tanks have side-mounted ''Panzerschürzen'' shields to strengthen the armor against [[PTRS-41]] engagements.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Ordnance QF 6-pounder Anti-tank gun is the main armament of British Crusader Mk. III tanks which are seen on the multiplayer maps &amp;quot;Egypt&amp;quot; and &amp;quot;Excavation&amp;quot;.&lt;br /&gt;
[[File:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
&lt;br /&gt;
==QF 5.25-inch Mark I==&lt;br /&gt;
Several QF 5.25-inch Mark I naval guns are stationed on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:CoDWWII-GibraltarNavalGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-GibraltarNavalGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==RML 64-pounder 58 cwt==&lt;br /&gt;
The British RML 64-pounder 58 cwt cannons are seen on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:CoDww2 navalc.jpg|thumb|none|600px|The British cannon in-game.]]&lt;br /&gt;
[[File:CoDWWII-GibraltarCannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The turret-mounted Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A 19th to early 20th-century Swiss-style crossbow with a Schuetzen-style stock is available in multiplayer, weirdly classed as a launcher, which it most certainly is not (though it is technically correct since it launches arrows). The crossbow can be customized to fire explosive bolts or &amp;quot;fast bolts&amp;quot;, the latter improving the velocity of the fired bolt, and to top it all off, it can be customized to fire three bolts at once.&lt;br /&gt;
[[File:CoDWWII-crossbow.jpg|thumb|none|600px|The crossbow in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1638910</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1638910"/>
		<updated>2023-12-29T23:03:53Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Walther Toggle-Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, PlayStation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''WWII'' uses weapon variants as a part of its multiplayer customization system, much like ''Advanced Warfare'' and ''Infinite Warfare'', though ''WWII''’s variants are purely cosmetic and do not change the weapon's statistics. Many of these weapon variants feature model changes in addition to finish changes, often completely changing the weapon's identity. As a result, on this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. A few cases of borderline weapon distinctions remain as subsections to make management easier. Some of these weapon variants also change the weapon inspection animation, sometimes to be more humorous.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors, while handguns exclusively accept the tactical knife accessory. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April 2018 update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors. All pistols are held with a one-handed grip which is correct for this era.&lt;br /&gt;
&lt;br /&gt;
As with suppressors, tactical knives were not initially included in the game, it was added in &amp;quot;The Resistance&amp;quot; event, as a division perk for the namesake &amp;quot;Resistance&amp;quot; division. But following the overhaul, it was regulated to an attachment as with suppressors. Tactical knives in this game are appropriately not held in the &amp;quot;Harries Technique&amp;quot; stance as with previous entries, as this technique was introduced or developed in the 1970s.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading. Note the &amp;quot;Scapareli Ind. U.S.A.&amp;quot; markings on the slide.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign. Given that that Daniels is merely a soldier, not an OSS agent, its use here in the mission would be incredibly unlikely; among other factors.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902|Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the Anschlagpistole M.12 variant of the M1912 had a similar lever, but this was a fire selector lever, and was on the opposite side of the frame), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. During said scripted section, it is bizarrely depicted with an incorrect swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. A careful examination of the model makes it to be exactly the real Enfield No. 2, including its top break hinge and latch, so the swung-open cylinder doesn't seem to be holding on to anything. The bizarre cylinder misportrayal also means that the swing-out cylinder doesn't have an ejector rod that a swing-out cylinder should have, so the spent rounds (more precisely, the only one round) just drop independently.&lt;br /&gt;
&lt;br /&gt;
In the scripted section, it strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity; it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity. &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the Enfield No. 2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]]. The former use can be excused as a personal weapon of Turner's, which would give some leeway into the selection of weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|350px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|350px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|350px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[File:Enfield No2.jpg|thumb|none|350px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map &amp;quot;The Frozen Dawn&amp;quot;, the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|350px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in single-player, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one. Note the trigger discipline, a safety technique which wasn't used during WWII.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
The &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger feature the upper assembly and the bulbous mainspring assembly of the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|350px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant. Note that it has a grip assembly from a late-model [[Nambu Type 14]].]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide, and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard, and magazine release of the Nambu.&lt;br /&gt;
[[File:Nambu Type 14.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:Nambu Type 14 Transition model.jpg|thumb|none|350px|Nambu Type 14 (Transitional Model) - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Luger-AbwehrII.jpg|thumb|none|600px|The &amp;quot;Abwehr II&amp;quot; variant resembles the transitional model with a larger trigger guard but the original cocking knob.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and uses detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector, meaning that it is visually a normal C96 with the M712's magwell (magazine release included) and magazines. The frame's indentations are strangely in the form of a single big block, somewhat resembling the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer has the rough shape of a standard C96 small ring hammer, but it is modeled without a hole.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|350px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|350px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side, showing off the relatively normal frame indentations and very not-normal hammer and screw...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side, showing off the also-abnormal square magazine release button.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some revolver carbines (although there is no record of carbine versions of the Reichsrevolver existing, and it still lacks a buttstock). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|350px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player character does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod, although the more expensive commercial versions had this), and seemingly ejects the casings through gravity, which is impossible; said &amp;quot;spent casing&amp;quot; is also just an unfired round, bullet and all. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] was added as a new pistol in The Resistance event. The gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles. The upgraded name of &amp;quot;Grey Ghost&amp;quot; is a reference to P38s manufactured in France following World War II, which were nicknamed &amp;quot;Grey Ghost&amp;quot; due to their distinctive grey parkerized finishes.  &lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Austen Mk I==&lt;br /&gt;
The [[Austen|Austen Mk I]] is featured in multiplayer simply as the &amp;quot;Austen&amp;quot;, added in the July 23, 2019 update. Curiously, the stock is always folded in the menu, but is unfolded during play. Additionally, despite using the same 32-round magazines as the normal, prior-added [[Sten]], the Austen holds 25 rounds by default, increasing to a still-too-high 37 with the Extended Mags attachment (which is, as with the Sten, a backwards ''Trommelmagazin 08''). When upgraded, it is known as the &amp;quot;Whispering Wind&amp;quot;. Killing enemies with it has a chance that it will cause an explosion upon their death.&lt;br /&gt;
[[File:Austen.jpg|thumb|none|450px|Austen Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Austen_02.jpg|thumb|none|600px|An Austen at the range. Note the unfolded stock.]]&lt;br /&gt;
[[File:CODWWII_Austen_01.jpg|thumb|none|600px|Inspecting the Austen. This is the &amp;quot;Ferocious II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Austen_03.jpg|thumb|none|600px|The base Austen at the range.]]&lt;br /&gt;
[[File:CODWWII_Austen_04.jpg|thumb|none|600px|There's actually an animation for unfolding the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Bechowiec-1==&lt;br /&gt;
The [[Bechowiec-1]], a Polish submachine gun manufactured on a small scale under German occupation, was added to the game's multiplayer component in the July 23, 2019 update, under the name &amp;quot;Bechowiec&amp;quot;. When Pack-a-Punched it become &amp;quot;The Lighting Catcher&amp;quot;, in which killing zombies through headshots will stun other nearby zombies in an area. Performing melee attacks on stunned zombies will charge up before they explode.&lt;br /&gt;
[[File:Bechowiec-1.jpg|thumb|none|450px|Bechowiec-1 with bolt in retracted position - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Bechowiec_01.jpg|thumb|none|600px|A Bechowiec at the range. This one has a red-dot sight attached.]]&lt;br /&gt;
[[File:CODWWII_Bechowiec_02.jpg|thumb|none|600px|Inspecting the custom Bechowiec.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, lacks the compensator on the muzzle, and has fictional long barrel perforations. In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu. The long barrel perforations somewhat resemble those of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]].]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Błyskawica==&lt;br /&gt;
The [[Błyskawica]] was added to the game in the June 4th 2019 update. When Pack-a-Punched it become the &amp;quot;War Saw&amp;quot;, which is a pun on Warsaw, the city where this gun was made.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|450px|Błyskawica - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Błyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 01.jpg|thumb|none|600px|The Błyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 02.jpg|thumb|none|600px|Inspecting the Błyskawica.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] prototype was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. Its upgraded variant is the &amp;quot;Bridesmaid&amp;quot;, along with the typical upgrade buffs, reloading the weapon while empty releases 3 bubbles of energy behind the player, exploding after a short while. Theses explosions damages zombies, and it cannot harm players.&lt;br /&gt;
[[File:EMP 44.jpg|thumb|450px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|450px|Haenel-Schmeisser MP28/II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr-Solothurn MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWii mp34 1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii mp34 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii mp34 3.jpg|thumb|none|600px|Inspecting the top, which lacks the MP34's distinctive receiver cover hinge, and thus implies that the entire receiver is one solid piece...]]&lt;br /&gt;
[[File:CoDWWii mp34 4.jpg|thumb|none|600px|... and the left side. Note the chopped-off stock wrapped in tape; while it isn't entirely clear if this is actually intended to be an MP34 in its entirety (the stock and trigger group seemingly coming straight from the base MP28), this wouldn't be possible on a real one - the MP34's stock houses its recoil spring, so cutting it off like this would prevent the gun from working properly, and leave a rather obvious hole where the spring used to go.]]&lt;br /&gt;
&lt;br /&gt;
==La Coruña M41/44==&lt;br /&gt;
The [[Erma EMP]] was added to the game in the June 4th 2019 update. The in-game game model is based on La Coruña M41/44, a Spanish copy of the EMP in 9x23mm Largo, rather than the actual German EMP. When upgraded, it is known as the &amp;quot;Groomsman&amp;quot; (complementing the &amp;quot;Bridesmaid&amp;quot; of the EMP 44). As with the EMP 44, reloading from an empty magazine releases up to 4 bubbles that can stick through surfaces before exploding.&lt;br /&gt;
[[File:Spanish MP41-44.jpg|thumb|none|450px|La Coruña M41/44 - 9x23mm Largo]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP copy in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII ErmaEMP 01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII ErmaEMP 02.jpg|thumb|none|600px|Inspecting the top. Note the Spanish style cocking handle.]]&lt;br /&gt;
&lt;br /&gt;
==LAD machine gun==&lt;br /&gt;
The [[LAD machine gun|LAD]] (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and was regarded as such by the Soviet Union, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun by IMFDB's definitions. The game certainly treats it like an LMG at any rate, with higher damage and a deeper, punchier firing sound than the SMGs, along with a large, star-shaped muzzle flash that has nothing to do with the shape of the weapon's actual muzzle brake; it seems to have been quite closely based on the code of another one of the game's machine guns, as it rather obviously ejects large, bottlenecked rifle casings substantially larger than the rounds in the belt. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|451px|LAD machine gun (second prototype) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|450px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Hyde==&lt;br /&gt;
The [[M2 Hyde]], the technically-adopted-but-never-mass-produced stepping stone between the [[M1A1 Thompson]] and the [[M3 &amp;quot;Grease Gun&amp;quot;]], was added to the multiplayer component of ''WWII'' in the July 23, 2019 update, under the name &amp;quot;M267&amp;quot; for some reason. Upgrading it turns into the &amp;quot;The Proven&amp;quot;, along with typical upgrades.&lt;br /&gt;
[[File:M2 Hyde.jpg|thumb|none|450px|M2 Hyde - .45 ACP]]&lt;br /&gt;
[[File:CODWWII_Hyde_01.jpg|thumb|none|600px|A customized M2 Hyde at the range.]]&lt;br /&gt;
[[File:CODWWII_Hyde_02.jpg|thumb|none|600px|Inspecting the M2 Hyde.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] is the first available submachine gun in multiplayer, under the name &amp;quot;Grease Gun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment. Note: Pierson's Grease Gun has no magazine in this shot.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:OSS M3 Greas Gun.jpg|thumb|none|400px|OSS M3 - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player character in the campaign level &amp;quot;S.O.E.&amp;quot; by SOE operatives.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|450px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|450px|MAS-38 - 7.65x20mm Longue]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe, despite this being a French gun). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|450px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40]] is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player character holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|450px|none|MP41 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
The Type II is depicted with a charging handle to the right side of the weapon that does not exist in reality; in reality, the Type II operated on a principle similar to the Gustloff Volkssturmgewehr, where the entire front section of the gun and the barrel shroud would recoil when firing (which too is not depicted in-game). The actual charging handle is the tab extended to the left side of the weapon (which would pull back the entire barrel shroud when pulled), depicted as a sling mount in-game.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|450px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering with the fictional charging handle.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side. The ejection port cover is another fictional addition of the in-game weapon.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is one of &amp;lt;i&amp;gt;WWII&amp;lt;/i&amp;gt;'s base game submachine guns. It starts with the 35-round stick magazine, and the drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It has the later-version flip rear sight, but the early-version unhooded front sight. Without the extended mags, the PPSh-41 is modeled with a [[PPS-43]] magwell and magazine, while the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life. It appears in the game's singleplayer campaign, being used by German forces, albeit in mass quantities than in real life (likely due to the need of increased weapon variety). While it is a historical fact that the Germans captured some PPSh submachine guns throughout the war, most or almost all of them are converted to the 9x19mm Parabellum-chambered MP 41(r) or rechambered as the 7.63 Mauser MP 717(r).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant as &amp;quot;The Classic&amp;quot;, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies maps &amp;quot;The Final Reich&amp;quot;, &amp;quot;The Darkened Shore&amp;quot;, &amp;quot;The Shadowed Throne&amp;quot;, and &amp;quot;The Frozen Dawn&amp;quot;. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPsh-41 experimental sight drum mag Left.jpg|thumb|none|450px|PPSh-41 experimental sight - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell. In the beta, the PPSh retained the PPS-43 magwell even with extended mags equipped, and the reload animation showed the drum mag visibly clipping through the magwell.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT/K-50M hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|450px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|450px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG. Not visible in this photo, but there are no rounds in the magazine.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|450px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|450px|Sten Mk V - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|450px|Sten Mk IVA - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|Reloading the Tokyo Arsenal SMG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] is a base game multiplayer-only weapon. Unlike in ''World at War'', the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|450px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
A [[Blunderbuss]] is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. It features the aforementioned issues in its reload animation as with ''Advanced Warfare'', mentioned in its own section.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|450px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the M30 was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
In the campaign, its use by German forces during the 1944 Normandy landings and even afterwards all the way to 1945 is inappropriate, as limited numbers are only issued to Luftwaffe aircrews throughout 1941 and 1942 during the Africa theater.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the M30 have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode. Note the incorrect rearward placement of the sight; the real sight is still modelled on the weapon in front of the sight currently in use, but does not flip up at all.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells; note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round/shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the M30, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
To increase the weapon's resemblance to the M30, the TP-82's barrels are sized up to M30 calibers, the location of the breech is moved forward, and the gun has the M30's breech face instead of the TP-82's. The weapon's reload animation is changed to reflect the different position of the break-open lever. Though the weapon is modeled with TP-82's selector switch, it doesn't have a fire mode switching animation when using the Rifle Bullet attachment, in contrast to the base M30.&lt;br /&gt;
&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the M30's inspection animation involves the player character using the M30's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size. The extended mag is a fictional &amp;quot;drummified&amp;quot; version of the aforementioned magazine plus a lever from ''Trommelmagazin 08''.&lt;br /&gt;
&lt;br /&gt;
Due to its fictional detachable box magazine, the reloading procedure is also completely fictionalized. Non-empty reload animations consists of a simple detach-and-replace animation. The empty reload animation sees the player character turn down the crank lever on the right side of the gun to &amp;quot;open the action&amp;quot; (even though this is what the real crank lever does, the in-game bolt is not animated and shut when the crank is turned), replace the magazine, then press a button near the trigger guard to &amp;quot;close the action&amp;quot;. While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is instead the safety button, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
It is depicted as another shotgun available to Axis forces throughout the campaign (again, likely due to the need of increased weapon variety) and, as mentioned in the M30 Luftwaffe Drilling section above, its use there would not be historically accurate or apt. It is infamously used by German forces in &amp;quot;Hill 493&amp;quot; against Allied forces, where they are loaded with anachronistic incendiary ammo.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine.&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WaltherShotgun1.jpg|thumb|none|600px|Reloading the shotgun from empty, a process which starts by &amp;quot;locking open&amp;quot; the action; as mentioned above, the bolt itself remains closed, leaving one to guess at what the charging handle even does.]]&lt;br /&gt;
[[File:CoDWWII-WaltherShotgun2.jpg|thumb|none|600px|Pushing the fictional magazine release on the left side of the receiver, above the fictional magazine well; the real magazine release for the forearm magazine just in front of it is modeled as a flat plate instead. The forend itself is also modeled completely differently from the real deal (compare with the reference image above).]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|About to smash in the full magazine.]]&lt;br /&gt;
[[File:CoDWWII-WaltherShotgun3.jpg|thumb|none|600px|Finishing the reload process.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the &amp;quot;Flag Top&amp;quot; variant with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like [[:File:Winchester1897TrenchTakedown.jpg|this one]]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a lever-action one, a semi-automatic one, and even two anti-tank rifles) fitted with telescopic sights by default for sniping.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-ITRA1.jpg|thumb|none|600px|Grabbing the magazine...]]&lt;br /&gt;
[[File:CoDWWII-ITRA2.jpg|thumb|none|600px|...which has no cartridges left. Note the '''Moschetto Automatico Roma 1935 XIII''' (meaning ''Automatic Musket Rome'' and with the XIII marking the 13th year of Musslini's rule according to ''Era Fascista'' calendar) markings.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-ITRA3.jpg|thumb|none|600px|Giving the magazine an extra tap during the empty reload; the charging handle is never used.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
[[File:CoDWWII-ITRA4.jpg|thumb|none|600px|The left side of the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category under the name &amp;quot;Ribeyrolles&amp;quot;. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight. The upgraded variant is known as the &amp;quot;Roland's Count&amp;quot;, while its rate of fire decreases when upgraded, it fires explosive rounds which do not damage the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|450px|Chauchat-Ribeyrolles 1918 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like in ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds. When upgraded, it is known as the &amp;quot;First Red Hero&amp;quot;, likely in reference to being the first automatic rifle used by the Soviet Union.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon. German Heer forces in &amp;quot;Hill 493&amp;quot;, &amp;quot;Ambush&amp;quot; and &amp;quot;The Rhine&amp;quot; inappropriately make use of this weapon. The FG 42 was issued exclusively to the Luftwaffe, although it should be noted that the Luftwaffe itself is not depicted in the game. Its scarcity and usage (due to the extreme material costs) also prevented much widespread use depicted as well.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling appears as if it is linked to the front of the forearm, but it's actually just wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds and were straight. Also, note the ''Ausgangsseitengewehr'' bayonet; since the G43 lacks a bayonet lug, Sledgehammer apparently decided to attach it to the end of the cleaning rod instead.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Grossfuss Sturmgewehr==&lt;br /&gt;
The [[Grossfuss Sturmgewehr]], a late-war prototype German assault rifle meant to replace the [[Sturmgewehr 44]], was added to multiplayer in the July 23, 2019 update. It is known in-game as the &amp;quot;GBD-79&amp;quot;. When upgraded, the Sturmgewehr is renamed to the &amp;quot;Compact Chaos&amp;quot;.&lt;br /&gt;
[[File:Horn Sturmgewehr.jpg|thumb|none|450px|Grossfuss Sturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:CODWWII_GBD_01.jpg|thumb|none|600px|A customized Grossfuss Sturmgewehr at the range.]]&lt;br /&gt;
[[File:CODWWII_GBD_02.jpg|thumb|none|600px|Inspecting the customized Grossfuss Sturmgewehr. Note the extended magazine, which appears to be a shrunken-down [[MG15]] mag. Despite using the same standard magazines, the StG 44, [[Gustloff Volkssturmgewehr]], Grossfuss Sturmgewehr, and Wimmersperg Spz all have different extended magazine models in-game (all of which are fictional).]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
The [[Gustloff Volkssturmgewehr]] was added in The Resistance event. It is depicted as fully-automatic; whether or not a full-auto version of the Volkssturmgewehr existed in reality is disputed. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine, rather than the also-fictional 45-round straight magazine used by the Sturmgewehr. When the Volkssturmgewehr is upgraded in Nazi Zombies, it is renamed to &amp;quot;People's Storm&amp;quot;, in reference to its English name. It features higher damage, larger magazine count and additional spare ammunition.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Gustloff Volkssturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are (correctly) the same as those used by the [[Sturmgewehr 44|StG 44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back on its upper assembly, with the user placing the actual charging handle between his thumb and forefinger. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly and an independently-moving handle, which results in a different animation wherein it is pulled by itself.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS_Rifle_Series#MAS-44|MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is still erroneously labeled as the &amp;quot;M1A1&amp;quot; as it was in ''[[Call of Duty: World at War|World at War]]''. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and fires in full-auto, correct for the M2, which it isn't, as the model does not change and it lacks the M2's fire selector.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|An M1 Carbine in first-person.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming the carbine. Note the odd front sight, which seems to have come off of an [[M1918A2 BAR]]; rather fitting, given that the game's BAR lacks its front sight hood.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading; note the lack of a bayonet lug, as compared to the image above..]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle; upon firing the last round, regardless of which magazine is inserted, the bolt will lock back. The real M1 lacks an automatic bolt hold-open (instead only having a manual one); 30-round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (as an indicator that the weapon is empty), though as this doesn't engage the weapon's bolt hold-open, the bolt immediately drops upon removing said magazine.]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|Speaking of which, here's the Carbine with its extended magazine; this holds 22 rounds in-game, in keeping with its &amp;quot;150% rounded down&amp;quot; rule of extended magazines. It's not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant; somewhat bafflingly, it appears to have the later-added M2's fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic. In Nazi Zombies, the &amp;quot;G.O.A.T.&amp;quot; upgraded variant allows 2 round burst along with higher damage and impossibly extended magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1. As is the case in many games, the rear sight is massively widened and raised high for indirect fire (as one would expect, it fires straight ahead in-game); this is generally done to provide a clearer sight picture.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:BM59A.jpg|thumb|none|400px|Beretta BM59 &amp;quot;Truppe Alpine&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct. When upgraded, the M2 Carbine turns into the &amp;quot;M2A2 Carbine&amp;quot;, which is the name of a refurbished variant of the M2 Carbine. It features higher damage, 30 round magazines (by default) and increased ammunition.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle was added as a sniper rifle in the Attack of the Undead event. As in ''World at War'' it is a ridiculous choice for a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15. When upgraded, it is known as the &amp;quot;Complex Beat&amp;quot;.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [http://www.imfdb.org/wiki/Talk:Call_of_Duty:_Vanguard#Sport-Systeme_Dittrich_BD-44_Folding_Stock Sport-Systeme Dittrich BD-44] stock; this is mechanically implausible, as the StG's stock contains its recoil spring. When upgraded in Zombies mode, it will be renamed to &amp;quot;STG770&amp;quot;, along with the typical upgrades.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. Despite the many modifications applied to the weapon, the weapon can still be identified by the appearance of its pistol grip. It has a cut-down barrel and gas system, relocated and lowered rear sight, a different front sight, a compressed lower receiver, and the same [http://www.imfdb.org/wiki/Talk:Call_of_Duty:_Vanguard#Sport-Systeme_Dittrich_BD-44_Folding_Stock Sport-Systeme Dittrich BD-44] as on the &amp;quot;Haywire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On a side note, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the &amp;quot;Shingles&amp;quot; variant of the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn. In ''WWII'', Epic variants (like the &amp;quot;Shingles&amp;quot;) are always dirty or otherwise worn, while the Heroic variants are clean and pristine. Many weapon variants appear in both Epic and Heroic forms (the &amp;quot;Shingles&amp;quot; is not one of them however), with the Heroic variants' names being suffixed with a &amp;quot;two&amp;quot; (&amp;quot;II&amp;quot;).]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44 Model 4==&lt;br /&gt;
The [[AS-44|Sudayev AS-44 Model 4]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum (of the same type as the [[Gustloff Volkssturmgewehr]], despite them using completely different magazine designs in reality). Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Prototype 7&amp;quot; is the upgraded variant of the AS-44 in Zombies, the name in reference to it being the seventh and last prototype before development was ended.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 Model 4 - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the Sudayev AS-44 Model 4.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to the [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees. When upgraded, the SVT-40 will be renamed to the &amp;quot;AVT-40&amp;quot;, however it is not a true AVT-40, it is merely a reskin akin to the M1A1 to &amp;quot;M2 Carbine&amp;quot;. The upgraded variant allows for fully automatic fire (akin to the real AVT-40), along with higher damage.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm Swedish]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the [[Rasheed Carbine]], an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding &amp;quot;coat hanger&amp;quot; East German AK stock (which is obviously anachronistic) and a Sten skeletonized pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle. The &amp;quot;Go Ban&amp;quot; upgraded variant has typical Nazi Zombies upgrades, increased damage, doubled magazine capacity and increased ammunition.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Wimmersperg Spz-kr==&lt;br /&gt;
The [[Wimmersperg Spz|Wimmersperg Spz-kr]], a German late-war assault rifle design (actually a family of designs, the in-game weapon being the magazine-pistol-grip styled ''kv'' or ''kr'' carbine variants) intended to combine bits from both the [[Sturmgewehr 44]] and the [[Sten]] to create a cost-saving assault rifle, was physicalized and added to multiplayer in the July 23, 2019 update. No units of the Wimmersperg Spz were known to have ever been made in real life. When upgraded, it is renamed to the &amp;quot;Spz-X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon features a standard StG 44 rear sight by default; in real life, the known description of the weapon's concept (from ''Sturmgewehr! From Firepower to Striking Power'' by Hans-Dieter Handrich) describes the weapon as having a different rear sight from the StG 44, and the sights also slightly offset to the left. The in-game model does feature a dovetail scope mount to the right of the weapon, matching descriptions of the concept.&lt;br /&gt;
[[File:Wimmersperg Spz-kr rekonstrukcja.jpg|thumb|none|450px|Wimmersperg Spz-kr - 7.92x33mm Kurz. ('''Modern''' reconstruction based on original sketches.)]]&lt;br /&gt;
[[File:CODWWII_Wimmersperg_01.jpg|thumb|none|600px|A customized Wimmersperg at the range.]]&lt;br /&gt;
[[File:CODWWII_Wimmersperg_02.jpg|thumb|none|600px|Inspecting the customized Wimmersperg. Note the very Sten-like receiver design.]]&lt;br /&gt;
&lt;br /&gt;
=Manually-Operated Rifles/Carbines=&lt;br /&gt;
The &amp;quot;sniper rifles&amp;quot; class consists of the following manually-operated rifles &amp;amp; carbines, as well as the aforementioned semi-automatic [[Kbsp wz. 38M]] and [[PTRS-41]]. The weapons from that category were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iron sights&amp;quot; attachment was made available for all &amp;quot;sniper rifles&amp;quot; following the Attack of the Undead event, which removes their default optics. &lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃 (''kyū kyū shiki shōjū''), which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is based on the real Arisaka's sniper scope reticle, and has mostly correct horizontal markings, but its vertical markings are completely different and somewhat nonsensical. The real reticle has a 0m zeroing marking near the center, and has a vertical axis that goes down with increasing zeroing markings. Here, the reticle gains a new set of increasing ranging markings going ''up'', apparently implying a ''negative zero'' of up to -1400m. The 2 marking extended to the side is this way on the real reticle to fit it into the tight available space; here it's retained apparently solely for the cool factor, and it's also moved above 0.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|450px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. The Extended Mag attachment is the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable. Reloading the regular Kar98k has a lot of inaccuracies (which are shared with most of the other base game bolt-action rifles), namely;&lt;br /&gt;
&lt;br /&gt;
* There is no dynamic reload in for base game bolt-action rifles in ''WWII'', therefore the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for rounds still in the rifle or how much ammo is in the player's reserves.&amp;lt;br&amp;gt;&lt;br /&gt;
* The stripper clip is attached and loaded diagonally, allowing the rifle to still be reloaded with stripper clips even when scopes are used, which would block stripper clips in reality.&amp;lt;br&amp;gt;&lt;br /&gt;
* The stripper clip is shoved into the magazine in its entirety, clip and all. This one seems to have been fixed in a patch however.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game, used without a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Incorrectly reloading the Kar98k.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|Inspecting a Kar98k fitted with the Extended Mag attachment.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kb ppanc wz. 35==&lt;br /&gt;
The [[Kb ppanc wz. 35]], a Polish anti-tank rifle, was added to the game in the June 4th, 2019 update. By default, it is fitted with what appears to be a Russian PU scope on a completely fictitious mount, though the historically-appropriate iron sights are available as an optional &amp;quot;attachment&amp;quot;. It incorrectly holds 5 rounds in its 4-round box magazine (or 7 in the fictitious extended one). It appears to have been rather closely based on the code for something else, since its sounds are near-identical to the rest of the rifles (as opposed to the substantially deeper sound of the game's other AT rifle, the [[PTRS-41]]), and its ejected casings are both too small and come out too soon. When Pack-a-Punched it becomes the &amp;quot;Show stopper&amp;quot;.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|450px|wz. 35 - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|Inspecting the wz. 35.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Lee-Enfield|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Like the Kar98k and the Springfield, the Lee-Enfield is reloaded with a stripper clip loaded in diagonally, allowing it to bypass the scope. The reload also only loads one clip regardless of rounds remaining the gun, allowing it to replenish all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional. The extended mag is reloaded by detaching and replacing it.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|350px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-36==&lt;br /&gt;
The [[MAS-36]] is featured in multiplayer as the &amp;quot;M36&amp;quot;, added in the July 23, 2019 update. It incorrectly holds 10 rounds in its 5-round fixed magazine, increasing to 15 with the fictional extended one; even more bizarrely, these are loaded one-by-one (i.e. no stripper clips), regardless of whether or not the weapon has a scope fitted (which wouldn't block the action anyway, since it's mounted onto the barrel and not the receiver).&lt;br /&gt;
[[File:MAS36.jpg|thumb|none|450px|MAS-36 - 7.5x54mm French]]&lt;br /&gt;
[[File:CODWWII_M36_01.jpg|thumb|none|600px|An M36 at the range. This is the &amp;quot;Rancher II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_M36_02.jpg|thumb|none|600px|Inspecting the MAS-36.]]&lt;br /&gt;
[[File:CODWWII_M36_03.jpg|thumb|none|600px|The base MAS-36 with iron sights.]]&lt;br /&gt;
[[File:CODWWII_M36_04.jpg|thumb|none|600px|Note that even with just iron sights, the rifle is still reloaded one round at a time rather than with a charger.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion, and the full 5-round clip isn't used for every single reload. When the weapon is scoped, the reload has the player character loading three (or less) loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the 7-round &amp;quot;extended mag&amp;quot; is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
At release, the player character would fail to cover the action during a mid-magazine reload, and unnecessarily covers the action during an empty reload, regardless of attachments. These appear to have been fixed in a later update.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Schälldampfer Karabiner==&lt;br /&gt;
The [[Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right. Note how the magazine sticks a short ways out of the well; on the actual rifle, the Luger magazine's distinctive round grasping knobs sit directly in the notches on the bottom of the stock, leaving much less of the magazine exposed.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is one of the available sniper rifles. With Extended Mags, it gains an [[:File:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
[[File:CoDWWII-spring3.jpg|thumb|none|600px|The unscoped Springfield in-game.]]&lt;br /&gt;
[[File:CoDWWII-spring4.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Gum Shoe&amp;quot; variant resembles a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Gum Shoe&amp;quot;; note the non-standard striker design.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the sights of an A1; the M1903A4s lacked irons entirely). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_RangerII_02.jpg|thumb|none|600px|Holding the &amp;quot;Ranger II&amp;quot; on the streets of occupied Paris.]]&lt;br /&gt;
[[File:CODWWII_RangerII_03.jpg|thumb|none|600px|Inspecting the left side. Like the &amp;quot;Gum Shoe&amp;quot;, it has an odd enlarged striker.]]&lt;br /&gt;
[[File:CODWWII_RangerII_04.jpg|thumb|none|600px|Inserting the extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 70===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot; and &amp;quot;Faithful&amp;quot; variants have distinctly different receivers, resembling [[Winchester Model 70]]s; both feature sporter-style forends, Unertl scopes (by default), and hooded front sights, with the former having a conventional M1903-style stock, and the latter having the same two-piece stock setup as the &amp;quot;Ranger&amp;quot;.&lt;br /&gt;
[[File:Win70-1.jpg|thumb|none|450px|Winchester Model 70 with 7.8x Unertl scope - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as a playable sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun, and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun. The BAR is categorized as a &amp;quot;rifle&amp;quot; in-game (which it does not benefit from the bipod ability, as a result), but it is categorized as a machine gun for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theater, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG&amp;quot;, short for General-Purpose Machine Gun, even though it's actually a light machine gun (or a no-purpose machine gun if performance is taken into account), ironically reversing the GPMG-to-LMG misclassification common in the series. The Modello 30's Zombies upgrade is ironically known as &amp;quot;Good Enough&amp;quot;, which fires explosive bullets.&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles, it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mmRB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|Reloading the &amp;quot;Fiore di Morte&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] is one of the light machine guns included at release. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a ''Call of Duty'' game. It is used by both US forces and British SOE operatives seen in &amp;quot;S.O.E.&amp;quot;, both uses of the Bren are rather inappropriate as the main British forces (which do not appear in the campaign mode) are issued to it. US forces use the M1918A2 BAR as their &amp;quot;machine gun&amp;quot; of sorts and SOE operatives prefer more covert weapons.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 light machine gun|Nambu Type 11]]. The &amp;quot;Ronnie&amp;quot; upgraded variant allows the player to be shielded when reloading from empty, in addition to the other buffs it provides.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt. Like the German machine guns, its fire rate is nowhere near its real rate.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', firing this weapon from the hip would be very impractical: an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the anachronistic [[Browning M1919#Stinger Machine Gun|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations (particularly the belt reload) and its rate of fire of 314 RPM, instead of the 1200 RPM the real weapon offers.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider. The &amp;quot;Hurt Box&amp;quot; is its upgraded variant in Zombies, which can stun certain enemies.&lt;br /&gt;
[[File:Stinger replica.jpg|thumb|none|450px|Stinger machine gun replica built by the Canadian Historical Arms Museum - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the odd-looking bipod, the curious vertical carrying handle, and the strange non-standard slotted barrel shroud. The style of the front sight and the way the carrying handle is mounted indicates that ''WWII'''s Stinger is referenced after the Stinger replica built by the Canadian Historical Arms Museum instead of the one built by Guiette Mfg., Inc.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game. Note that the cocking slot opening visible on the left side of the AN/M2 and the Stinger's receiver is absent in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The feed tray cover has been embellished with a fictional screwed-on plate; the writing on it claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. It seems that the weapon artist was told to model a fictional 60-round belt box, complete with proper stenciling saying &amp;quot;60 ROUND MAG&amp;quot;, but the game designer in charge of weapon stats was told to completely ignore it.]]&lt;br /&gt;
&lt;br /&gt;
==FM 24/29==&lt;br /&gt;
The [[Chatellerault Light Machine Gun|Chatellerault FM 24/29]] is featured in multiplayer simply as the &amp;quot;Chatellerault&amp;quot;, added in the July 23, 2019 update. Its extended magazine model is the same side-mounted drum as used on the in-game Bren. The upgraded variant renames it to the &amp;quot;The Black Cat&amp;quot;.&lt;br /&gt;
[[File:Chatellerault M1924-29.JPG|thumb|450px|none|FM 24/29 - 7.5x54mm French]]&lt;br /&gt;
[[File:CODWWII_Chatellerault_01.jpg|thumb|none|600px|A Chatellerault M1924/29 at the range.]]&lt;br /&gt;
[[File:CODWWII_Chatellerault_02.jpg|thumb|none|600px|Inspecting the Chatellerault M1924/29. This is the &amp;quot;Death Blinger&amp;quot; variant. Despite its flashy appearance, this is only an Epic variant, not the Heroic.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds. The upgraded variant is the &amp;quot;Slice of Kiwiana&amp;quot;, along with the typical buffs upgraded weapons have, the Charlton has a unique ability where headshots have a chance to cause a fiery death effect that stuns and attracts zombies.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|450px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|450px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The [[Browning Automatic Rifle#Kg m/21|Kg m/21]], a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG. The &amp;quot;Swedish-Chocolate&amp;quot; upgrade allows infinite spare ammunition, but it cannot be reloaded until the magazine is empty and reloading the weapon will give the player between 4 to 50 rounds. The upgraded variant also fires glowing bullets which can deal extra damage.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|450px|Kg m/21 - 6.5x55mm Swedish]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|Inspecting the Kg M/21. It has been fitted with the straight extended mags.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket. When the Lewis Gun is upgraded, it becomes the &amp;quot;Belgian Rattlesnake&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so Sledgehammer Games invented this strange extended magazine with a deliberately thin end.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[File:Type92Lewis.jpg|thumb|none|450px|Japanese Type 92 with forced-air cooling jacket - 7.7x58mmR Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] is classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game. When upgraded, the BAR is renamed to the &amp;quot;FU-BAR&amp;quot;, along with increased damage, magazine capacity and spare ammunition.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|450px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG. The M1941's Nazi Zombies upgrade is the &amp;quot;Emma Gee&amp;quot;, along with the typical upgrades as one would expect. It is seen with the main US forces in &amp;quot;Collateral Damage&amp;quot; and &amp;quot;The Rhine&amp;quot;. However, its historical use of the M1941 would only be regulated to US special forces and Marines throughout the war, which makes its appearance there inappropriate.&lt;br /&gt;
&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. The actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds.]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
===M1941 Johnson rifle===&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]], converted for ground usage, is another new machine gun present in the base game. It is the standard machine gun for the Wehrmacht in the campaign, even though the [[MG34]] would be more suitable. The weapon's in-game fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead). It is known as the &amp;quot;Prop Shredder&amp;quot; when upgraded.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier. The default magazine for the MG15 is a bizarre &amp;quot;half-saddle drum&amp;quot;, which holds 50 rounds in multiplayer and 75 in singleplayer. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]] is present in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]]. The &amp;quot;Bone Saw&amp;quot; upgrade allows for a heavily increased rate of fire, similar to its real-life counterpart. &amp;quot;The Vintage&amp;quot; is another variant of the MG42 obtainable through an Easter Egg in &amp;quot;The Frozen Dawn&amp;quot;, with an increased magazine capacity of 125. This can be upgraded further to the &amp;quot;Freak Show&amp;quot;, along with a 250-round magazine.&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34. While period appropriate for the single player campaign and most of the multiplayer maps, its potential use in some early war maps such as Dunkirk (1940), Gustav Cannon (1941), Anthropoid and Egypt set in 1942 would be anachronistic. The use of the post 1943 vertical charging handle MG42 on the map Stalingrad would also be anachronistic since the early pre-1943 slab-sided horizontal charging handle version was used in limited numbers at Stalingrad.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map &amp;quot;Pointe du Hoc&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun).&lt;br /&gt;
&lt;br /&gt;
It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view. When upgraded in Nazi Zombies, it becomes the &amp;quot;Spandau Serenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The in-game model is embellished with additional parts visible on the side of the receiver. The base 50-round drum magazine model is also fluted instead of smooth, making it somewhat resemble half of an MG15 magazine. When extended magazines are equipped, the magazine model changes into a MG15-esque 75-round double drum magazine. It is known as &amp;quot;78 Deaths&amp;quot; when upgraded in Zombies mode.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|450px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät]] rifle grenade launcher was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|A Gewehrgranatengerät mounted on a Gewehr 43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in ''WAW'', the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces. It is incorrectly defined as an &amp;quot;anti-aircraft launcher&amp;quot; in-game.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign which are unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces. Despite using entirely different rockets, the Panzerschreck in-game shares the same ammo pool as the M1 Bazooka.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in single-player, while in multiplayer they are available through a scorestreak. They have 100 units of limited ammo (which is more fuel than it is what is capable of compared to real life), and they cannot be overheated.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer and campaign, and is a collectible memento during the third single-player mission &amp;quot;Stronghold&amp;quot;. It is obsolete during the game's time period, as the improved [[Flammenwerfer 41]] is used as the standard flamethrower for German forces throughout the war.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''. Not a very good idea to hold the extremely hot barrel bare-handed, Daniels.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectible memento during the seventh single-player mission &amp;quot;Death Factory&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|600px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels discovers the flare pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
Several [[F-1 hand grenade]]s can be seen hanging on the &amp;quot;Russian Engineer&amp;quot; and &amp;quot;Russian Sailor&amp;quot; uniforms.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|185px|F-1 hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|600px|The F-1 attached to the belt of the &amp;quot;Russian Engineer&amp;quot; who wears a ''Budenovka'' hat.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, M1A1 Bangalores are used to blow up German barbed wire defenses.&lt;br /&gt;
[[File:Bangalore-Box-2.jpg|thumb|none|400px|Crate containing M1A1 Bangalore Torpedoes.]]&lt;br /&gt;
[[File:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day in yet another recreation of the Omaha Beach scene from ''[[Saving_Private_Ryan#M1A1_Bangalore_Torpedo|Saving Private Ryan]]''.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level (&amp;quot;Hill 493&amp;quot;), Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]]. These mines are depicted as anti-personnel in-game, rather than being anti-armor in real life.&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in-game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In single-player, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is used for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player character a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|185px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|600px|The smoke grenade in the selection menu. Note that white is not a color the M18 is available in; this should be an [[AN/M8 HC smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
[[File:CoDWWII-M18Mortar1.jpg|thumb|none|600px|The &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|185px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII-mills1.jpg|thumb|none|600px|The Mills in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|185px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|600px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|185px|Mk. V CN Gas Grenade]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|600px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on the &amp;quot;Danish Resistance&amp;quot; uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|185px|Model 23 Haanbombe]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|600px|The &amp;quot;Danish Resistance&amp;quot; uniform with two Haanbombes hanging from the belt. Note the M1923 helmet of the Royal Danish Army with the coat of arms on it.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px|Using a hybrid Stielhandgranate in the multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Unscrewing the cap.]]&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
[[File:CoDWWII-StielhandgranateBox1.jpg|thumb|none|600px|Several correct modeled stick grenades in an ammunition box.]]&lt;br /&gt;
[[File:CoDWWII-StielhandgranateUniform1.jpg|thumb|none|600px|A Model 24 Stielhandgranate tucked into the belt of the &amp;quot;Polish Underground&amp;quot; Resistance fighter's uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]]s appears in the &amp;quot;The War Machine&amp;quot; DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|185px|Model 39 Eihandgranate]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|185px|No. 69 Mk. I]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|600px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|600px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the &amp;quot;French Legionnaire&amp;quot; uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|185px|OFX 37 with Mle. 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|600px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Pole Charge==&lt;br /&gt;
During the mission &amp;quot;Hill 493&amp;quot;, Daniels escorts Pvt. Parker who carries a pole charge to destroy a German bunker.&lt;br /&gt;
[[File:CoDWWII-PoleCharge1.jpg|thumb|none|600px|Pvt. Parker holds the pole charge.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the &amp;quot;Russian Engineer&amp;quot;, sailor, &amp;quot;Soviet Sapper&amp;quot;, and &amp;quot;Soviet Underground&amp;quot; uniforms in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|600px|Two RGDs hanging from the sailor's belt.]]&lt;br /&gt;
[[File:CoDWWII-RGD1.jpg|thumb|none|600px|The &amp;quot;Soviet Underground&amp;quot; with two RGDs.]]&lt;br /&gt;
[[File:CoDWWII-RGD2.jpg|thumb|none|600px|The &amp;quot;Soviet Sapper&amp;quot; with an RGD-33 between his right arm and his SN-42 body armor (&amp;quot;''Стальной нагрудник''&amp;quot;; Steel Bib).]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;S-Mine 44&amp;quot;. In-game, it takes the place of a soldier's grenades in multiplayer and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine1.jpg|thumb|none|600px|When equipping the S-Mine the player character pulls the safety pin.]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
[[Tellermine 42]] AT mines are seen on top of sticks, so-called ''Rommelspargel'' (&amp;quot;Rommel's asparagus&amp;quot;), during the &amp;quot;D-Day&amp;quot; single-player mission and &amp;quot;Operation Neptune&amp;quot; in the multiplayer mode.&lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|300px|Tellermine 42]]&lt;br /&gt;
[[File:CoDWWII-ATMine1.jpg|thumb|none|600px|The Tellermine 42 seen in the &amp;quot;Operation Neptune&amp;quot; War mission. Note the low-detailed pressure cap and plate. The body is mislabeled with '''T Mi Pilz''' which indicates to the [[Tellermine 43]].]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2 cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in single-player, and usable in some scripted setpieces where one is used to engage enemy planes.&lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mmB]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|A Flak 38 mounted on the beach in the HQ.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a disabled ''Halbketten-Lkw'' Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:CoDWWII-FlaKFord1.jpg|thumb|600px|none|The right side of an intact Ford.]]&lt;br /&gt;
&lt;br /&gt;
==2 cm KwK 30==&lt;br /&gt;
Sd.Kfz. 231 armored cars on the multiplayer map &amp;quot;[[Anthropoid]]&amp;quot; are equipped with [[KwK 30]] autocannons.&lt;br /&gt;
[[File:KwK30mountedon222.jpg|thumb|none|450px|Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB]]&lt;br /&gt;
[[File:CoDWWII-KwK30-1.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==2-Inch Mk. VIII Mortar==&lt;br /&gt;
A 2-inch Mk. VIII Mortar is seen strapped to the backpacks of the &amp;quot;British Commando&amp;quot; paratrooper uniform in multiplayer.&lt;br /&gt;
[[File:CoDWWII-2inchMortar1.jpg|thumb|600px|none|The 2-inch Mk. VIII Mortar in-game.]]&lt;br /&gt;
&lt;br /&gt;
==20 mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5 cm PaK 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the single-player campaign and on multiplayer maps.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|Panzerabwehrkanone (PaK) 38 - 50x419mmR]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII pak38-2.jpg|thumb|none|600px|A &amp;quot;PaK 38&amp;quot; during the &amp;quot;Operation Cobra&amp;quot; mission in-game.]]&lt;br /&gt;
[[File:CoDWWII pak38-3.jpg|thumb|none|600px|A view of the breech.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)]]&lt;br /&gt;
[[File:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[File:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the single-player campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer1.jpg|thumb|none|600px|The kurzer Granatwerfer in the &amp;quot;Operation Cobra&amp;quot; mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer3.jpg|thumb|none|600px|Two views of another Granatwerfer in the &amp;quot;Hill 493&amp;quot; level alongside with ''Wurfgranate'' 39 shells.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the single-player and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|Flugabwehrkanone (FlaK) 18 - 88x571mmR]]&lt;br /&gt;
[[File:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view shows the rear parts of the guns.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|A spent 8.8 cm shell is seen coming out of the breech.]]&lt;br /&gt;
&lt;br /&gt;
==12.8 cm Flak Zwilling 40==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;Flaktower&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:Flak-Zwilling40.jpg|thumb|none|250px|Flak-Zwilling 40 - 128x958mmR]]&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several [[15 cm Nebelwerfer 41|Nebelwerfer 41]] multiple rocket launches can be seen on the maps &amp;quot;Aachen&amp;quot; and &amp;quot;Carentan&amp;quot;.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|400px|Nebelwerfer 41 - 158 mm (6.22 inch)]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CoDWWII-Nebelwerfer1.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the map &amp;quot;Carentan Winter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sIG 33==&lt;br /&gt;
German ''Panzerkampfwagen I Ausf B'' &amp;quot;Bison&amp;quot; self-propelled guns on the multiplayer map &amp;quot;Dunkirk&amp;quot; have mounted [[15 cm sIG 33]] guns.&lt;br /&gt;
[[File:sIG33.jpg|thumb|none|400px|15-cm-schweres Infanteriegeschütz (''sIG'') 33 - 149.1mm]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sFH 18==&lt;br /&gt;
Various [[15 cm schwere Feldhaubitze 18]] can be seen and destroyed by Daniels in the Hürtgenwald missions. Various other howitzers are also present on multiplayer maps.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|Schwere Feldhaubitze 18 - 150mm]]&lt;br /&gt;
[[File:CoDww2 held 18 2.jpg|thumb|none|600px|Daniels encounters the first ''Feldhaubitze''.]]&lt;br /&gt;
[[File:CoDww2 held 18 1.jpg|thumb|none|600px|Taking a look at the third one.]]&lt;br /&gt;
[[File:CoDWWII-sFH1.jpg|thumb|none|600px|The disabled breech of one sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
German [[15 cm TbtsK C/36]] can be seen on multiplayer maps.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm TbtsK C/36 naval gun in a ''Regelbau'' M272 casemate at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
[[File:CoDww2-naval.jpg|thumb|none|600px|The Naval Gun in the HQ mounted in a ''Regelbau'' M272 casemate.]]&lt;br /&gt;
[[File:CoDWWII-TbtsK1.jpg|thumb|none|600px|One of the naval guns in the &amp;quot;Operation Neptune&amp;quot; war mission.]]&lt;br /&gt;
[[File:CoDWWII-TbtsK2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-TbtsK3.jpg|thumb|none|600px|The other one offers two views of the rear side.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;Aachen&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of ''[[Call_of_Duty:_Finest_Hour#155_mm_Gun_Motor_Carriage_M12|Call of Duty: Finest Hour]]'', &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
[[file:CoDWWII-M12GunMotorCarriage1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==80 cm Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The [[80 cm Kanone (E)|''Schwerer Gustav'']] railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|80 cm Kanone (E) - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk. VI on the &amp;quot;Gibraltar&amp;quot; map and on Crusader Mk. II tanks on the maps &amp;quot;Egypt&amp;quot; and &amp;quot;Excavation&amp;quot;.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|Besa Mark 2 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The Besa mounted on a Light Tank Mk. VI.]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
British BL 4.5-inch medium field guns are seen on the map &amp;quot;Egypt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the maps &amp;quot;Gibraltar&amp;quot; and &amp;quot;Dunkirk&amp;quot; (which is inspired of the movie scene of ''[[Atonement]]'' and of the [[Dunkirk (2017)|2017 movie]]).&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 - 40x311mmR]]&lt;br /&gt;
[[File:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[File:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Bofors as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II*==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with [[Browning AN/M2|Browning .303 Mk II*]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II* - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'', the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality, the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.]]&lt;br /&gt;
[[File:CoDWWII-BrowningAir1.jpg|thumb|none|600px|The muzzles of a shot down Thunderbolt on the map &amp;quot;Pointe du Hoc&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2|Browning M2HB heavy machine gun]]s can be seen in the singleplayer.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB .50 BMG in-vehicle mounting]]&lt;br /&gt;
[[File:CODWWII-BrowHB.jpg|thumb|none|600px|An American soldier carries a Browning HB during the cutscene of &amp;quot;Operation Cobra&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
In the single-player mission D-Day, Daniels' squad is tasked with destroying a French Canon de 155 Grande Puissance Filloux (GPF) used by the Germans. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. These guns are also present in ''[[Call of Duty 2]]'''s seventeenth level &amp;quot;The Battle of Pointe du Hoc&amp;quot;.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[File:CoDww2 gpf 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDww2 gpf 2.jpg|thumb|none|600px|The &amp;quot;GPF Cannon&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 tanks on the &amp;quot;Valkyrie&amp;quot; map have hull-mounted [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII-DT.jpg|thumb|none|600px|A mounted DT in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20x110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
The [[MG13]] machine gun is mounted on the Sd.Kfz. 231 armored cars.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Leichtes Maschinengewehr Modell Dreyse 13 - 7.92x57 Mauser]]&lt;br /&gt;
[[File:CODWWII-MG13-1.jpg|thumb|none|600px|A mounted MG 13 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG 34 mounted on a Panzer IV Ausf. F medium tank. These tanks have side-mounted ''Panzerschürzen'' shields to strengthen the armor against [[PTRS-41]] engagements.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Ordnance QF 6-pounder Anti-tank gun is the main armament of British Crusader Mk. III tanks which are seen on the multiplayer maps &amp;quot;Egypt&amp;quot; and &amp;quot;Excavation&amp;quot;.&lt;br /&gt;
[[File:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
&lt;br /&gt;
==QF 5.25-inch Mark I==&lt;br /&gt;
Several QF 5.25-inch Mark I naval guns are stationed on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:CoDWWII-GibraltarNavalGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-GibraltarNavalGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==RML 64-pounder 58 cwt==&lt;br /&gt;
The British RML 64-pounder 58 cwt cannons are seen on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:CoDww2 navalc.jpg|thumb|none|600px|The British cannon in-game.]]&lt;br /&gt;
[[File:CoDWWII-GibraltarCannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The turret-mounted Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A 19th to early 20th-century Swiss-style crossbow with a Schuetzen-style stock is available in multiplayer, weirdly classed as a launcher, which it most certainly is not (though it is technically correct since it launches arrows). The crossbow can be customized to fire explosive bolts or &amp;quot;fast bolts&amp;quot;, the latter improving the velocity of the fired bolt, and to top it all off, it can be customized to fire three bolts at once.&lt;br /&gt;
[[File:CoDWWII-crossbow.jpg|thumb|none|600px|The crossbow in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1638848</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1638848"/>
		<updated>2023-12-29T16:45:20Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Breda PG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, PlayStation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
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{{VG Title}}&lt;br /&gt;
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=Overview=&lt;br /&gt;
''WWII'' uses weapon variants as a part of its multiplayer customization system, much like ''Advanced Warfare'' and ''Infinite Warfare'', though ''WWII''’s variants are purely cosmetic and do not change the weapon's statistics. Many of these weapon variants feature model changes in addition to finish changes, often completely changing the weapon's identity. As a result, on this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. A few cases of borderline weapon distinctions remain as subsections to make management easier. Some of these weapon variants also change the weapon inspection animation, sometimes to be more humorous.&lt;br /&gt;
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Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
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=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors, while handguns exclusively accept the tactical knife accessory. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April 2018 update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors. All pistols are held with a one-handed grip which is correct for this era.&lt;br /&gt;
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As with suppressors, tactical knives were not initially included in the game, it was added in &amp;quot;The Resistance&amp;quot; event, as a division perk for the namesake &amp;quot;Resistance&amp;quot; division. But following the overhaul, it was regulated to an attachment as with suppressors. Tactical knives in this game are appropriately not held in the &amp;quot;Harries Technique&amp;quot; stance as with previous entries, as this technique was introduced or developed in the 1970s.&lt;br /&gt;
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==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds.&lt;br /&gt;
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When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading. Note the &amp;quot;Scapareli Ind. U.S.A.&amp;quot; markings on the slide.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign. Given that that Daniels is merely a soldier, not an OSS agent, its use here in the mission would be incredibly unlikely; among other factors.]]&lt;br /&gt;
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===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902|Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
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===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the Anschlagpistole M.12 variant of the M1912 had a similar lever, but this was a fire selector lever, and was on the opposite side of the frame), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
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The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
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==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. During said scripted section, it is bizarrely depicted with an incorrect swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. A careful examination of the model makes it to be exactly the real Enfield No. 2, including its top break hinge and latch, so the swung-open cylinder doesn't seem to be holding on to anything. The bizarre cylinder misportrayal also means that the swing-out cylinder doesn't have an ejector rod that a swing-out cylinder should have, so the spent rounds (more precisely, the only one round) just drop independently.&lt;br /&gt;
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In the scripted section, it strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity; it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity. &lt;br /&gt;
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Being a British sidearm, the Enfield No. 2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]]. The former use can be excused as a personal weapon of Turner's, which would give some leeway into the selection of weapons.&lt;br /&gt;
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[[File:White Enfield No2 Mk I.jpg|thumb|none|350px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
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===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
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The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
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When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|350px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|350px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[File:Enfield No2.jpg|thumb|none|350px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
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===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
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In the Zombies map &amp;quot;The Frozen Dawn&amp;quot;, the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|350px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
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==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in single-player, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
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Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one. Note the trigger discipline, a safety technique which wasn't used during WWII.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
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===Borchardt C-93===&lt;br /&gt;
The &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger feature the upper assembly and the bulbous mainspring assembly of the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|350px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant. Note that it has a grip assembly from a late-model [[Nambu Type 14]].]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
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===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide, and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard, and magazine release of the Nambu.&lt;br /&gt;
[[File:Nambu Type 14.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:Nambu Type 14 Transition model.jpg|thumb|none|350px|Nambu Type 14 (Transitional Model) - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Luger-AbwehrII.jpg|thumb|none|600px|The &amp;quot;Abwehr II&amp;quot; variant resembles the transitional model with a larger trigger guard but the original cocking knob.]]&lt;br /&gt;
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==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and uses detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector, meaning that it is visually a normal C96 with the M712's magwell (magazine release included) and magazines. The frame's indentations are strangely in the form of a single big block, somewhat resembling the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer has the rough shape of a standard C96 small ring hammer, but it is modeled without a hole.&lt;br /&gt;
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During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
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When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
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The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|350px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|350px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
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===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side, showing off the relatively normal frame indentations and very not-normal hammer and screw...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side, showing off the also-abnormal square magazine release button.]]&lt;br /&gt;
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==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
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The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some revolver carbines (although there is no record of carbine versions of the Reichsrevolver existing, and it still lacks a buttstock). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
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The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|350px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player character does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod, although the more expensive commercial versions had this), and seemingly ejects the casings through gravity, which is impossible; said &amp;quot;spent casing&amp;quot; is also just an unfired round, bullet and all. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
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==Walther P38==&lt;br /&gt;
The [[Walther P38]] was added as a new pistol in The Resistance event. The gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;semi-automatic pistol&amp;quot;.&lt;br /&gt;
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The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles. The upgraded name of &amp;quot;Grey Ghost&amp;quot; is a reference to P38s manufactured in France following World War II, which were nicknamed &amp;quot;Grey Ghost&amp;quot; due to their distinctive grey parkerized finishes.  &lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Austen Mk I==&lt;br /&gt;
The [[Austen|Austen Mk I]] is featured in multiplayer simply as the &amp;quot;Austen&amp;quot;, added in the July 23, 2019 update. Curiously, the stock is always folded in the menu, but is unfolded during play. Additionally, despite using the same 32-round magazines as the normal, prior-added [[Sten]], the Austen holds 25 rounds by default, increasing to a still-too-high 37 with the Extended Mags attachment (which is, as with the Sten, a backwards ''Trommelmagazin 08''). When upgraded, it is known as the &amp;quot;Whispering Wind&amp;quot;. Killing enemies with it has a chance that it will cause an explosion upon their death.&lt;br /&gt;
[[File:Austen.jpg|thumb|none|450px|Austen Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Austen_02.jpg|thumb|none|600px|An Austen at the range. Note the unfolded stock.]]&lt;br /&gt;
[[File:CODWWII_Austen_01.jpg|thumb|none|600px|Inspecting the Austen. This is the &amp;quot;Ferocious II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Austen_03.jpg|thumb|none|600px|The base Austen at the range.]]&lt;br /&gt;
[[File:CODWWII_Austen_04.jpg|thumb|none|600px|There's actually an animation for unfolding the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Bechowiec-1==&lt;br /&gt;
The [[Bechowiec-1]], a Polish submachine gun manufactured on a small scale under German occupation, was added to the game's multiplayer component in the July 23, 2019 update, under the name &amp;quot;Bechowiec&amp;quot;. When Pack-a-Punched it become &amp;quot;The Lighting Catcher&amp;quot;, in which killing zombies through headshots will stun other nearby zombies in an area. Performing melee attacks on stunned zombies will charge up before they explode.&lt;br /&gt;
[[File:Bechowiec-1.jpg|thumb|none|450px|Bechowiec-1 with bolt in retracted position - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Bechowiec_01.jpg|thumb|none|600px|A Bechowiec at the range. This one has a red-dot sight attached.]]&lt;br /&gt;
[[File:CODWWII_Bechowiec_02.jpg|thumb|none|600px|Inspecting the custom Bechowiec.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, lacks the compensator on the muzzle, and has fictional long barrel perforations. In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu. The long barrel perforations somewhat resemble those of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]].]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Błyskawica==&lt;br /&gt;
The [[Błyskawica]] was added to the game in the June 4th 2019 update. When Pack-a-Punched it become the &amp;quot;War Saw&amp;quot;, which is a pun on Warsaw, the city where this gun was made.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|450px|Błyskawica - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Błyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 01.jpg|thumb|none|600px|The Błyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 02.jpg|thumb|none|600px|Inspecting the Błyskawica.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] prototype was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. Its upgraded variant is the &amp;quot;Bridesmaid&amp;quot;, along with the typical upgrade buffs, reloading the weapon while empty releases 3 bubbles of energy behind the player, exploding after a short while. Theses explosions damages zombies, and it cannot harm players.&lt;br /&gt;
[[File:EMP 44.jpg|thumb|450px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|450px|Haenel-Schmeisser MP28/II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr-Solothurn MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWii mp34 1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii mp34 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii mp34 3.jpg|thumb|none|600px|Inspecting the top, which lacks the MP34's distinctive receiver cover hinge, and thus implies that the entire receiver is one solid piece...]]&lt;br /&gt;
[[File:CoDWWii mp34 4.jpg|thumb|none|600px|... and the left side. Note the chopped-off stock wrapped in tape; while it isn't entirely clear if this is actually intended to be an MP34 in its entirety (the stock and trigger group seemingly coming straight from the base MP28), this wouldn't be possible on a real one - the MP34's stock houses its recoil spring, so cutting it off like this would prevent the gun from working properly, and leave a rather obvious hole where the spring used to go.]]&lt;br /&gt;
&lt;br /&gt;
==La Coruña M41/44==&lt;br /&gt;
The [[Erma EMP]] was added to the game in the June 4th 2019 update. The in-game game model is based on La Coruña M41/44, a Spanish copy of the EMP in 9x23mm Largo, rather than the actual German EMP. When upgraded, it is known as the &amp;quot;Groomsman&amp;quot; (complementing the &amp;quot;Bridesmaid&amp;quot; of the EMP 44). As with the EMP 44, reloading from an empty magazine releases up to 4 bubbles that can stick through surfaces before exploding.&lt;br /&gt;
[[File:Spanish MP41-44.jpg|thumb|none|450px|La Coruña M41/44 - 9x23mm Largo]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP copy in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII ErmaEMP 01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII ErmaEMP 02.jpg|thumb|none|600px|Inspecting the top. Note the Spanish style cocking handle.]]&lt;br /&gt;
&lt;br /&gt;
==LAD machine gun==&lt;br /&gt;
The [[LAD machine gun|LAD]] (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and was regarded as such by the Soviet Union, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun by IMFDB's definitions. The game certainly treats it like an LMG at any rate, with higher damage and a deeper, punchier firing sound than the SMGs, along with a large, star-shaped muzzle flash that has nothing to do with the shape of the weapon's actual muzzle brake; it seems to have been quite closely based on the code of another one of the game's machine guns, as it rather obviously ejects large, bottlenecked rifle casings substantially larger than the rounds in the belt. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|451px|LAD machine gun (second prototype) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|450px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Hyde==&lt;br /&gt;
The [[M2 Hyde]], the technically-adopted-but-never-mass-produced stepping stone between the [[M1A1 Thompson]] and the [[M3 &amp;quot;Grease Gun&amp;quot;]], was added to the multiplayer component of ''WWII'' in the July 23, 2019 update, under the name &amp;quot;M267&amp;quot; for some reason. Upgrading it turns into the &amp;quot;The Proven&amp;quot;, along with typical upgrades.&lt;br /&gt;
[[File:M2 Hyde.jpg|thumb|none|450px|M2 Hyde - .45 ACP]]&lt;br /&gt;
[[File:CODWWII_Hyde_01.jpg|thumb|none|600px|A customized M2 Hyde at the range.]]&lt;br /&gt;
[[File:CODWWII_Hyde_02.jpg|thumb|none|600px|Inspecting the M2 Hyde.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] is the first available submachine gun in multiplayer, under the name &amp;quot;Grease Gun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment. Note: Pierson's Grease Gun has no magazine in this shot.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:OSS M3 Greas Gun.jpg|thumb|none|400px|OSS M3 - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player character in the campaign level &amp;quot;S.O.E.&amp;quot; by SOE operatives.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|450px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|450px|MAS-38 - 7.65x20mm Longue]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe, despite this being a French gun). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|450px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40]] is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player character holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|450px|none|MP41 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
The Type II is depicted with a charging handle to the right side of the weapon that does not exist in reality; in reality, the Type II operated on a principle similar to the Gustloff Volkssturmgewehr, where the entire front section of the gun and the barrel shroud would recoil when firing (which too is not depicted in-game). The actual charging handle is the tab extended to the left side of the weapon (which would pull back the entire barrel shroud when pulled), depicted as a sling mount in-game.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|450px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering with the fictional charging handle.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side. The ejection port cover is another fictional addition of the in-game weapon.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is one of &amp;lt;i&amp;gt;WWII&amp;lt;/i&amp;gt;'s base game submachine guns. It starts with the 35-round stick magazine, and the drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It has the later-version flip rear sight, but the early-version unhooded front sight. Without the extended mags, the PPSh-41 is modeled with a [[PPS-43]] magwell and magazine, while the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life. It appears in the game's singleplayer campaign, being used by German forces, albeit in mass quantities than in real life (likely due to the need of increased weapon variety). While it is a historical fact that the Germans captured some PPSh submachine guns throughout the war, most or almost all of them are converted to the 9x19mm Parabellum-chambered MP 41(r) or rechambered as the 7.63 Mauser MP 717(r).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant as &amp;quot;The Classic&amp;quot;, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies maps &amp;quot;The Final Reich&amp;quot;, &amp;quot;The Darkened Shore&amp;quot;, &amp;quot;The Shadowed Throne&amp;quot;, and &amp;quot;The Frozen Dawn&amp;quot;. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPsh-41 experimental sight drum mag Left.jpg|thumb|none|450px|PPSh-41 experimental sight - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell. In the beta, the PPSh retained the PPS-43 magwell even with extended mags equipped, and the reload animation showed the drum mag visibly clipping through the magwell.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT/K-50M hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|450px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|450px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG. Not visible in this photo, but there are no rounds in the magazine.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|450px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|450px|Sten Mk V - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|450px|Sten Mk IVA - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|Reloading the Tokyo Arsenal SMG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] is a base game multiplayer-only weapon. Unlike in ''World at War'', the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|450px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
A [[Blunderbuss]] is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. It features the aforementioned issues in its reload animation as with ''Advanced Warfare'', mentioned in its own section.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|450px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the M30 was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
In the campaign, its use by German forces during the 1944 Normandy landings and even afterwards all the way to 1945 is inappropriate, as limited numbers are only issued to Luftwaffe aircrews throughout 1941 and 1942 during the Africa theater.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the M30 have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode. Note the incorrect rearward placement of the sight; the real sight is still modelled on the weapon in front of the sight currently in use, but does not flip up at all.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells; note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round/shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the M30, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
To increase the weapon's resemblance to the M30, the TP-82's barrels are sized up to M30 calibers, the location of the breech is moved forward, and the gun has the M30's breech face instead of the TP-82's. The weapon's reload animation is changed to reflect the different position of the break-open lever. Though the weapon is modeled with TP-82's selector switch, it doesn't have a fire mode switching animation when using the Rifle Bullet attachment, in contrast to the base M30.&lt;br /&gt;
&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the M30's inspection animation involves the player character using the M30's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size. The extended mag is a fictional &amp;quot;drummified&amp;quot; version of the aforementioned magazine plus a lever from ''Trommelmagazin 08''.&lt;br /&gt;
&lt;br /&gt;
Due to its fictional detachable box magazine, the reloading procedure is also completely fictionalized. Non-empty reload animations consists of a simple detach-and-replace animation. The empty reload animation sees the player character turn down the crank lever on the right side of the gun to &amp;quot;open the action&amp;quot; (even though this is what the real crank lever does, the in-game bolt is not animated and shut when the crank is turned), replace the magazine, then press a button near the trigger guard to &amp;quot;close the action&amp;quot;. While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is instead the safety button, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
It is depicted as another shotgun available to Axis forces throughout the campaign (again, likely due to the need of increased weapon variety) and, as mentioned in the M30 Luftwaffe Drilling section above, its use there would not be historically accurate or apt. It is infamously used by German forces in &amp;quot;Hill 493&amp;quot; against Allied forces, where they are loaded with anachronistic incendiary ammo.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine.&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. An additional fictional magazine release is added to the left side of the receiver, above the fictional magazine well. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like [[:File:Winchester1897TrenchTakedown.jpg|this one]]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a lever-action one, a semi-automatic one, and even two anti-tank rifles) fitted with telescopic sights by default for sniping.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-ITRA1.jpg|thumb|none|600px|Grabbing the magazine...]]&lt;br /&gt;
[[File:CoDWWII-ITRA2.jpg|thumb|none|600px|...which has no cartridges left.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-ITRA3.jpg|thumb|none|600px|Giving the magazine an extra tap during the empty reload; the charging handle is never used.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
[[File:CoDWWII-ITRA4.jpg|thumb|none|600px|The left side of the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category under the name &amp;quot;Ribeyrolles&amp;quot;. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight. The upgraded variant is known as the &amp;quot;Roland's Count&amp;quot;, while its rate of fire decreases when upgraded, it fires explosive rounds which do not damage the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|450px|Chauchat-Ribeyrolles 1918 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like in ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds. When upgraded, it is known as the &amp;quot;First Red Hero&amp;quot;, likely in reference to being the first automatic rifle used by the Soviet Union.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon. German Heer forces in &amp;quot;Hill 493&amp;quot;, &amp;quot;Ambush&amp;quot; and &amp;quot;The Rhine&amp;quot; inappropriately make use of this weapon. The FG 42 was issued exclusively to the Luftwaffe, although it should be noted that the Luftwaffe itself is not depicted in the game. Its scarcity and usage (due to the extreme material costs) also prevented much widespread use depicted as well.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling appears as if it is linked to the front of the forearm, but it's actually just wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds and were straight. Also, note the ''Ausgangsseitengewehr'' bayonet; since the G43 lacks a bayonet lug, Sledgehammer apparently decided to attach it to the end of the cleaning rod instead.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Grossfuss Sturmgewehr==&lt;br /&gt;
The [[Grossfuss Sturmgewehr]], a late-war prototype German assault rifle meant to replace the [[Sturmgewehr 44]], was added to multiplayer in the July 23, 2019 update. It is known in-game as the &amp;quot;GBD-79&amp;quot;. When upgraded, the Sturmgewehr is renamed to the &amp;quot;Compact Chaos&amp;quot;.&lt;br /&gt;
[[File:Horn Sturmgewehr.jpg|thumb|none|450px|Grossfuss Sturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:CODWWII_GBD_01.jpg|thumb|none|600px|A customized Grossfuss Sturmgewehr at the range.]]&lt;br /&gt;
[[File:CODWWII_GBD_02.jpg|thumb|none|600px|Inspecting the customized Grossfuss Sturmgewehr. Note the extended magazine, which appears to be a shrunken-down [[MG15]] mag. Despite using the same standard magazines, the StG 44, [[Gustloff Volkssturmgewehr]], Grossfuss Sturmgewehr, and Wimmersperg Spz all have different extended magazine models in-game (all of which are fictional).]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
The [[Gustloff Volkssturmgewehr]] was added in The Resistance event. It is depicted as fully-automatic; whether or not a full-auto version of the Volkssturmgewehr existed in reality is disputed. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine, rather than the also-fictional 45-round straight magazine used by the Sturmgewehr. When the Volkssturmgewehr is upgraded in Nazi Zombies, it is renamed to &amp;quot;People's Storm&amp;quot;, in reference to its English name. It features higher damage, larger magazine count and additional spare ammunition.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Gustloff Volkssturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are (correctly) the same as those used by the [[Sturmgewehr 44|StG 44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back on its upper assembly, with the user placing the actual charging handle between his thumb and forefinger. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly and an independently-moving handle, which results in a different animation wherein it is pulled by itself.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS_Rifle_Series#MAS-44|MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is still erroneously labeled as the &amp;quot;M1A1&amp;quot; as it was in ''[[Call of Duty: World at War|World at War]]''. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and fires in full-auto, correct for the M2, which it isn't, as the model does not change and it lacks the M2's fire selector.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|An M1 Carbine in first-person.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming the carbine. Note the odd front sight, which seems to have come off of an [[M1918A2 BAR]]; rather fitting, given that the game's BAR lacks its front sight hood.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading; note the lack of a bayonet lug, as compared to the image above..]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle; upon firing the last round, regardless of which magazine is inserted, the bolt will lock back. The real M1 lacks an automatic bolt hold-open (instead only having a manual one); 30-round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (as an indicator that the weapon is empty), though as this doesn't engage the weapon's bolt hold-open, the bolt immediately drops upon removing said magazine.]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|Speaking of which, here's the Carbine with its extended magazine; this holds 22 rounds in-game, in keeping with its &amp;quot;150% rounded down&amp;quot; rule of extended magazines. It's not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant; somewhat bafflingly, it appears to have the later-added M2's fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic. In Nazi Zombies, the &amp;quot;G.O.A.T.&amp;quot; upgraded variant allows 2 round burst along with higher damage and impossibly extended magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1. As is the case in many games, the rear sight is massively widened and raised high for indirect fire (as one would expect, it fires straight ahead in-game); this is generally done to provide a clearer sight picture.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:BM59A.jpg|thumb|none|400px|Beretta BM59 &amp;quot;Truppe Alpine&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct. When upgraded, the M2 Carbine turns into the &amp;quot;M2A2 Carbine&amp;quot;, which is the name of a refurbished variant of the M2 Carbine. It features higher damage, 30 round magazines (by default) and increased ammunition.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle was added as a sniper rifle in the Attack of the Undead event. As in ''World at War'' it is a ridiculous choice for a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15. When upgraded, it is known as the &amp;quot;Complex Beat&amp;quot;.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [http://www.imfdb.org/wiki/Talk:Call_of_Duty:_Vanguard#Sport-Systeme_Dittrich_BD-44_Folding_Stock Sport-Systeme Dittrich BD-44] stock; this is mechanically implausible, as the StG's stock contains its recoil spring. When upgraded in Zombies mode, it will be renamed to &amp;quot;STG770&amp;quot;, along with the typical upgrades.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. Despite the many modifications applied to the weapon, the weapon can still be identified by the appearance of its pistol grip. It has a cut-down barrel and gas system, relocated and lowered rear sight, a different front sight, a compressed lower receiver, and the same [http://www.imfdb.org/wiki/Talk:Call_of_Duty:_Vanguard#Sport-Systeme_Dittrich_BD-44_Folding_Stock Sport-Systeme Dittrich BD-44] as on the &amp;quot;Haywire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On a side note, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the &amp;quot;Shingles&amp;quot; variant of the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn. In ''WWII'', Epic variants (like the &amp;quot;Shingles&amp;quot;) are always dirty or otherwise worn, while the Heroic variants are clean and pristine. Many weapon variants appear in both Epic and Heroic forms (the &amp;quot;Shingles&amp;quot; is not one of them however), with the Heroic variants' names being suffixed with a &amp;quot;two&amp;quot; (&amp;quot;II&amp;quot;).]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44 Model 4==&lt;br /&gt;
The [[AS-44|Sudayev AS-44 Model 4]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum (of the same type as the [[Gustloff Volkssturmgewehr]], despite them using completely different magazine designs in reality). Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Prototype 7&amp;quot; is the upgraded variant of the AS-44 in Zombies, the name in reference to it being the seventh and last prototype before development was ended.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 Model 4 - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the Sudayev AS-44 Model 4.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to the [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees. When upgraded, the SVT-40 will be renamed to the &amp;quot;AVT-40&amp;quot;, however it is not a true AVT-40, it is merely a reskin akin to the M1A1 to &amp;quot;M2 Carbine&amp;quot;. The upgraded variant allows for fully automatic fire (akin to the real AVT-40), along with higher damage.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm Swedish]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the [[Rasheed Carbine]], an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding &amp;quot;coat hanger&amp;quot; East German AK stock (which is obviously anachronistic) and a Sten skeletonized pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle. The &amp;quot;Go Ban&amp;quot; upgraded variant has typical Nazi Zombies upgrades, increased damage, doubled magazine capacity and increased ammunition.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Wimmersperg Spz-kr==&lt;br /&gt;
The [[Wimmersperg Spz|Wimmersperg Spz-kr]], a German late-war assault rifle design (actually a family of designs, the in-game weapon being the magazine-pistol-grip styled ''kv'' or ''kr'' carbine variants) intended to combine bits from both the [[Sturmgewehr 44]] and the [[Sten]] to create a cost-saving assault rifle, was physicalized and added to multiplayer in the July 23, 2019 update. No units of the Wimmersperg Spz were known to have ever been made in real life. When upgraded, it is renamed to the &amp;quot;Spz-X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon features a standard StG 44 rear sight by default; in real life, the known description of the weapon's concept (from ''Sturmgewehr! From Firepower to Striking Power'' by Hans-Dieter Handrich) describes the weapon as having a different rear sight from the StG 44, and the sights also slightly offset to the left. The in-game model does feature a dovetail scope mount to the right of the weapon, matching descriptions of the concept.&lt;br /&gt;
[[File:Wimmersperg Spz-kr rekonstrukcja.jpg|thumb|none|450px|Wimmersperg Spz-kr - 7.92x33mm Kurz. ('''Modern''' reconstruction based on original sketches.)]]&lt;br /&gt;
[[File:CODWWII_Wimmersperg_01.jpg|thumb|none|600px|A customized Wimmersperg at the range.]]&lt;br /&gt;
[[File:CODWWII_Wimmersperg_02.jpg|thumb|none|600px|Inspecting the customized Wimmersperg. Note the very Sten-like receiver design.]]&lt;br /&gt;
&lt;br /&gt;
=Manually-Operated Rifles/Carbines=&lt;br /&gt;
The &amp;quot;sniper rifles&amp;quot; class consists of the following manually-operated rifles &amp;amp; carbines, as well as the aforementioned semi-automatic [[Kbsp wz. 38M]] and [[PTRS-41]]. The weapons from that category were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iron sights&amp;quot; attachment was made available for all &amp;quot;sniper rifles&amp;quot; following the Attack of the Undead event, which removes their default optics. &lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃 (''kyū kyū shiki shōjū''), which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is based on the real Arisaka's sniper scope reticle, and has mostly correct horizontal markings, but its vertical markings are completely different and somewhat nonsensical. The real reticle has a 0m zeroing marking near the center, and has a vertical axis that goes down with increasing zeroing markings. Here, the reticle gains a new set of increasing ranging markings going ''up'', apparently implying a ''negative zero'' of up to -1400m. The 2 marking extended to the side is this way on the real reticle to fit it into the tight available space; here it's retained apparently solely for the cool factor, and it's also moved above 0.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|450px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. The Extended Mag attachment is the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable. Reloading the regular Kar98k has a lot of inaccuracies (which are shared with most of the other base game bolt-action rifles), namely;&lt;br /&gt;
&lt;br /&gt;
* There is no dynamic reload in for base game bolt-action rifles in ''WWII'', therefore the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for rounds still in the rifle or how much ammo is in the player's reserves.&amp;lt;br&amp;gt;&lt;br /&gt;
* The stripper clip is attached and loaded diagonally, allowing the rifle to still be reloaded with stripper clips even when scopes are used, which would block stripper clips in reality.&amp;lt;br&amp;gt;&lt;br /&gt;
* The stripper clip is shoved into the magazine in its entirety, clip and all. This one seems to have been fixed in a patch however.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game, used without a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Incorrectly reloading the Kar98k.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|Inspecting a Kar98k fitted with the Extended Mag attachment.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kb ppanc wz. 35==&lt;br /&gt;
The [[Kb ppanc wz. 35]], a Polish anti-tank rifle, was added to the game in the June 4th, 2019 update. By default, it is fitted with what appears to be a Russian PU scope on a completely fictitious mount, though the historically-appropriate iron sights are available as an optional &amp;quot;attachment&amp;quot;. It incorrectly holds 5 rounds in its 4-round box magazine (or 7 in the fictitious extended one). It appears to have been rather closely based on the code for something else, since its sounds are near-identical to the rest of the rifles (as opposed to the substantially deeper sound of the game's other AT rifle, the [[PTRS-41]]), and its ejected casings are both too small and come out too soon. When Pack-a-Punched it becomes the &amp;quot;Show stopper&amp;quot;.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|450px|wz. 35 - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|Inspecting the wz. 35.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Lee-Enfield|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Like the Kar98k and the Springfield, the Lee-Enfield is reloaded with a stripper clip loaded in diagonally, allowing it to bypass the scope. The reload also only loads one clip regardless of rounds remaining the gun, allowing it to replenish all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional. The extended mag is reloaded by detaching and replacing it.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|350px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-36==&lt;br /&gt;
The [[MAS-36]] is featured in multiplayer as the &amp;quot;M36&amp;quot;, added in the July 23, 2019 update. It incorrectly holds 10 rounds in its 5-round fixed magazine, increasing to 15 with the fictional extended one; even more bizarrely, these are loaded one-by-one (i.e. no stripper clips), regardless of whether or not the weapon has a scope fitted (which wouldn't block the action anyway, since it's mounted onto the barrel and not the receiver).&lt;br /&gt;
[[File:MAS36.jpg|thumb|none|450px|MAS-36 - 7.5x54mm French]]&lt;br /&gt;
[[File:CODWWII_M36_01.jpg|thumb|none|600px|An M36 at the range. This is the &amp;quot;Rancher II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_M36_02.jpg|thumb|none|600px|Inspecting the MAS-36.]]&lt;br /&gt;
[[File:CODWWII_M36_03.jpg|thumb|none|600px|The base MAS-36 with iron sights.]]&lt;br /&gt;
[[File:CODWWII_M36_04.jpg|thumb|none|600px|Note that even with just iron sights, the rifle is still reloaded one round at a time rather than with a charger.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion, and the full 5-round clip isn't used for every single reload. When the weapon is scoped, the reload has the player character loading three (or less) loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the 7-round &amp;quot;extended mag&amp;quot; is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
At release, the player character would fail to cover the action during a mid-magazine reload, and unnecessarily covers the action during an empty reload, regardless of attachments. These appear to have been fixed in a later update.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Schälldampfer Karabiner==&lt;br /&gt;
The [[Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right. Note how the magazine sticks a short ways out of the well; on the actual rifle, the Luger magazine's distinctive round grasping knobs sit directly in the notches on the bottom of the stock, leaving much less of the magazine exposed.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is one of the available sniper rifles. With Extended Mags, it gains an [[:File:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
[[File:CoDWWII-spring3.jpg|thumb|none|600px|The unscoped Springfield in-game.]]&lt;br /&gt;
[[File:CoDWWII-spring4.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Gum Shoe&amp;quot; variant resembles a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Gum Shoe&amp;quot;; note the non-standard striker design.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the sights of an A1; the M1903A4s lacked irons entirely). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_RangerII_02.jpg|thumb|none|600px|Holding the &amp;quot;Ranger II&amp;quot; on the streets of occupied Paris.]]&lt;br /&gt;
[[File:CODWWII_RangerII_03.jpg|thumb|none|600px|Inspecting the left side. Like the &amp;quot;Gum Shoe&amp;quot;, it has an odd enlarged striker.]]&lt;br /&gt;
[[File:CODWWII_RangerII_04.jpg|thumb|none|600px|Inserting the extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 70===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot; and &amp;quot;Faithful&amp;quot; variants have distinctly different receivers, resembling [[Winchester Model 70]]s; both feature sporter-style forends, Unertl scopes (by default), and hooded front sights, with the former having a conventional M1903-style stock, and the latter having the same two-piece stock setup as the &amp;quot;Ranger&amp;quot;.&lt;br /&gt;
[[File:Win70-1.jpg|thumb|none|450px|Winchester Model 70 with 7.8x Unertl scope - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as a playable sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun, and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun. The BAR is categorized as a &amp;quot;rifle&amp;quot; in-game (which it does not benefit from the bipod ability, as a result), but it is categorized as a machine gun for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theater, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG&amp;quot;, short for General-Purpose Machine Gun, even though it's actually a light machine gun (or a no-purpose machine gun if performance is taken into account), ironically reversing the GPMG-to-LMG misclassification common in the series. The Modello 30's Zombies upgrade is ironically known as &amp;quot;Good Enough&amp;quot;, which fires explosive bullets.&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles, it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mmRB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|Reloading the &amp;quot;Fiore di Morte&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] is one of the light machine guns included at release. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a ''Call of Duty'' game. It is used by both US forces and British SOE operatives seen in &amp;quot;S.O.E.&amp;quot;, both uses of the Bren are rather inappropriate as the main British forces (which do not appear in the campaign mode) are issued to it. US forces use the M1918A2 BAR as their &amp;quot;machine gun&amp;quot; of sorts and SOE operatives prefer more covert weapons.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 light machine gun|Nambu Type 11]]. The &amp;quot;Ronnie&amp;quot; upgraded variant allows the player to be shielded when reloading from empty, in addition to the other buffs it provides.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt. Like the German machine guns, its fire rate is nowhere near its real rate.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', firing this weapon from the hip would be very impractical: an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the anachronistic [[Browning M1919#Stinger Machine Gun|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations (particularly the belt reload) and its rate of fire of 314 RPM, instead of the 1200 RPM the real weapon offers.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider. The &amp;quot;Hurt Box&amp;quot; is its upgraded variant in Zombies, which can stun certain enemies.&lt;br /&gt;
[[File:Stinger replica.jpg|thumb|none|450px|Stinger machine gun replica built by the Canadian Historical Arms Museum - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the odd-looking bipod, the curious vertical carrying handle, and the strange non-standard slotted barrel shroud. The style of the front sight and the way the carrying handle is mounted indicates that ''WWII'''s Stinger is referenced after the Stinger replica built by the Canadian Historical Arms Museum instead of the one built by Guiette Mfg., Inc.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game. Note that the cocking slot opening visible on the left side of the AN/M2 and the Stinger's receiver is absent in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The feed tray cover has been embellished with a fictional screwed-on plate; the writing on it claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. It seems that the weapon artist was told to model a fictional 60-round belt box, complete with proper stenciling saying &amp;quot;60 ROUND MAG&amp;quot;, but the game designer in charge of weapon stats was told to completely ignore it.]]&lt;br /&gt;
&lt;br /&gt;
==FM 24/29==&lt;br /&gt;
The [[Chatellerault Light Machine Gun|Chatellerault FM 24/29]] is featured in multiplayer simply as the &amp;quot;Chatellerault&amp;quot;, added in the July 23, 2019 update. Its extended magazine model is the same side-mounted drum as used on the in-game Bren. The upgraded variant renames it to the &amp;quot;The Black Cat&amp;quot;.&lt;br /&gt;
[[File:Chatellerault M1924-29.JPG|thumb|450px|none|FM 24/29 - 7.5x54mm French]]&lt;br /&gt;
[[File:CODWWII_Chatellerault_01.jpg|thumb|none|600px|A Chatellerault M1924/29 at the range.]]&lt;br /&gt;
[[File:CODWWII_Chatellerault_02.jpg|thumb|none|600px|Inspecting the Chatellerault M1924/29. This is the &amp;quot;Death Blinger&amp;quot; variant. Despite its flashy appearance, this is only an Epic variant, not the Heroic.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds. The upgraded variant is the &amp;quot;Slice of Kiwiana&amp;quot;, along with the typical buffs upgraded weapons have, the Charlton has a unique ability where headshots have a chance to cause a fiery death effect that stuns and attracts zombies.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|450px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|450px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The [[Browning Automatic Rifle#Kg m/21|Kg m/21]], a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG. The &amp;quot;Swedish-Chocolate&amp;quot; upgrade allows infinite spare ammunition, but it cannot be reloaded until the magazine is empty and reloading the weapon will give the player between 4 to 50 rounds. The upgraded variant also fires glowing bullets which can deal extra damage.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|450px|Kg m/21 - 6.5x55mm Swedish]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|Inspecting the Kg M/21. It has been fitted with the straight extended mags.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket. When the Lewis Gun is upgraded, it becomes the &amp;quot;Belgian Rattlesnake&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so Sledgehammer Games invented this strange extended magazine with a deliberately thin end.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[File:Type92Lewis.jpg|thumb|none|450px|Japanese Type 92 with forced-air cooling jacket - 7.7x58mmR Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] is classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game. When upgraded, the BAR is renamed to the &amp;quot;FU-BAR&amp;quot;, along with increased damage, magazine capacity and spare ammunition.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|450px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG. The M1941's Nazi Zombies upgrade is the &amp;quot;Emma Gee&amp;quot;, along with the typical upgrades as one would expect. It is seen with the main US forces in &amp;quot;Collateral Damage&amp;quot; and &amp;quot;The Rhine&amp;quot;. However, its historical use of the M1941 would only be regulated to US special forces and Marines throughout the war, which makes its appearance there inappropriate.&lt;br /&gt;
&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. The actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds.]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
===M1941 Johnson rifle===&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]], converted for ground usage, is another new machine gun present in the base game. It is the standard machine gun for the Wehrmacht in the campaign, even though the [[MG34]] would be more suitable. The weapon's in-game fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead). It is known as the &amp;quot;Prop Shredder&amp;quot; when upgraded.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier. The default magazine for the MG15 is a bizarre &amp;quot;half-saddle drum&amp;quot;, which holds 50 rounds in multiplayer and 75 in singleplayer. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]] is present in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]]. The &amp;quot;Bone Saw&amp;quot; upgrade allows for a heavily increased rate of fire, similar to its real-life counterpart. &amp;quot;The Vintage&amp;quot; is another variant of the MG42 obtainable through an Easter Egg in &amp;quot;The Frozen Dawn&amp;quot;, with an increased magazine capacity of 125. This can be upgraded further to the &amp;quot;Freak Show&amp;quot;, along with a 250-round magazine.&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34. While period appropriate for the single player campaign and most of the multiplayer maps, its potential use in some early war maps such as Dunkirk (1940), Gustav Cannon (1941), Anthropoid and Egypt set in 1942 would be anachronistic. The use of the post 1943 vertical charging handle MG42 on the map Stalingrad would also be anachronistic since the early pre-1943 slab-sided horizontal charging handle version was used in limited numbers at Stalingrad.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map &amp;quot;Pointe du Hoc&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun).&lt;br /&gt;
&lt;br /&gt;
It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view. When upgraded in Nazi Zombies, it becomes the &amp;quot;Spandau Serenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The in-game model is embellished with additional parts visible on the side of the receiver. The base 50-round drum magazine model is also fluted instead of smooth, making it somewhat resemble half of an MG15 magazine. When extended magazines are equipped, the magazine model changes into a MG15-esque 75-round double drum magazine. It is known as &amp;quot;78 Deaths&amp;quot; when upgraded in Zombies mode.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|450px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät]] rifle grenade launcher was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in ''WAW'', the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces. It is incorrectly defined as an &amp;quot;anti-aircraft launcher&amp;quot; in-game.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign which are unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces. Despite using entirely different rockets, the Panzerschreck in-game shares the same ammo pool as the M1 Bazooka.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in single-player, while in multiplayer they are available through a scorestreak. They have 100 units of limited ammo (which is more fuel than it is what is capable of compared to real life), and they cannot be overheated.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer and campaign, and is a collectible memento during the third single-player mission &amp;quot;Stronghold&amp;quot;. It is obsolete during the game's time period, as the improved [[Flammenwerfer 41]] is used as the standard flamethrower for German forces throughout the war.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''. Not a very good idea to hold the extremely hot barrel bare-handed, Daniels.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectible memento during the seventh single-player mission &amp;quot;Death Factory&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|600px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels discovers the flare pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
Several [[F-1 hand grenade]]s can be seen hanging on the &amp;quot;Russian Engineer&amp;quot; and &amp;quot;Russian Sailor&amp;quot; uniforms.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|185px|F-1 hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|600px|The F-1 attached to the belt of the &amp;quot;Russian Engineer&amp;quot; who wears a ''Budenovka'' hat.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, M1A1 Bangalores are used to blow up German barbed wire defenses.&lt;br /&gt;
[[File:Bangalore-Box-2.jpg|thumb|none|400px|Crate containing M1A1 Bangalore Torpedoes.]]&lt;br /&gt;
[[File:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day in yet another recreation of the Omaha Beach scene from ''[[Saving_Private_Ryan#M1A1_Bangalore_Torpedo|Saving Private Ryan]]''.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level (&amp;quot;Hill 493&amp;quot;), Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]]. These mines are depicted as anti-personnel in-game, rather than being anti-armor in real life.&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in-game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In single-player, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is used for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player character a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|185px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|600px|The smoke grenade in the selection menu. Note that white is not a color the M18 is available in; this should be an [[AN/M8 HC smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
[[File:CoDWWII-M18Mortar1.jpg|thumb|none|600px|The &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|185px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII-mills1.jpg|thumb|none|600px|The Mills in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|185px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|600px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|185px|Mk. V CN Gas Grenade]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|600px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on the &amp;quot;Danish Resistance&amp;quot; uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|185px|Model 23 Haanbombe]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|600px|The &amp;quot;Danish Resistance&amp;quot; uniform with two Haanbombes hanging from the belt. Note the M1923 helmet of the Royal Danish Army with the coat of arms on it.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
[[File:CoDWWII-StielhandgranateBox1.jpg|thumb|none|600px|Several correct modeled stick grenades in an ammunition box.]]&lt;br /&gt;
[[File:CoDWWII-StielhandgranateUniform1.jpg|thumb|none|600px|A Model 24 Stielhandgranate tucked into the belt of the &amp;quot;Polish Underground&amp;quot; Resistance fighter's uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]]s appears in the &amp;quot;The War Machine&amp;quot; DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|185px|Model 39 Eihandgranate]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|185px|No. 69 Mk. I]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|600px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|600px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the &amp;quot;French Legionnaire&amp;quot; uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|185px|OFX 37 with Mle. 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|600px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Pole Charge==&lt;br /&gt;
During the mission &amp;quot;Hill 493&amp;quot;, Daniels escorts Pvt. Parker who carries a pole charge to destroy a German bunker.&lt;br /&gt;
[[File:CoDWWII-PoleCharge1.jpg|thumb|none|600px|Pvt. Parker holds the pole charge.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the &amp;quot;Russian Engineer&amp;quot;, sailor, &amp;quot;Soviet Sapper&amp;quot;, and &amp;quot;Soviet Underground&amp;quot; uniforms in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|600px|Two RGDs hanging from the sailor's belt.]]&lt;br /&gt;
[[File:CoDWWII-RGD1.jpg|thumb|none|600px|The &amp;quot;Soviet Underground&amp;quot; with two RGDs.]]&lt;br /&gt;
[[File:CoDWWII-RGD2.jpg|thumb|none|600px|The &amp;quot;Soviet Sapper&amp;quot; with an RGD-33 between his right arm and his SN-42 body armor (&amp;quot;''Стальной нагрудник''&amp;quot;; Steel Bib).]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;S-Mine 44&amp;quot;. In-game, it takes the place of a soldier's grenades in multiplayer and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine1.jpg|thumb|none|600px|When equipping the S-Mine the player character pulls the safety pin.]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
[[Tellermine 42]] AT mines are seen on top of sticks, so called ''Rommelspargel'' (&amp;quot;Rommel's asparagus&amp;quot;), during the &amp;quot;D-Day&amp;quot; single-player mission and &amp;quot;Operation Neptune&amp;quot; in the multiplayer mode.&lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|300px|Tellermine 42]]&lt;br /&gt;
[[File:CoDWWII-ATMine1.jpg|thumb|none|600px|The Tellermine 42 seen in the &amp;quot;Operation Neptune&amp;quot; War mission. Note the low-detailed pressure cap and plate. The body is mislabeled with '''T Mi Pilz''' which indicates to the [[Tellermine 43]].]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2 cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in single-player, and usable in some scripted setpieces where one is used to engage enemy planes.&lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mmB]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|A Flak 38 mounted on the beach in the HQ.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a disabled ''Halbketten-Lkw'' Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:CoDWWII-FlaKFord1.jpg|thumb|600px|none|The right side of an intact Ford.]]&lt;br /&gt;
&lt;br /&gt;
==2 cm KwK 30==&lt;br /&gt;
Sd.Kfz. 231 armored cars on the multiplayer map &amp;quot;[[Anthropoid]]&amp;quot; are equipped with [[KwK 30]] autocannons.&lt;br /&gt;
[[File:KwK30mountedon222.jpg|thumb|none|450px|Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB]]&lt;br /&gt;
[[File:CoDWWII-KwK30-1.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==2-Inch Mk. VIII Mortar==&lt;br /&gt;
A 2-inch Mk. VIII Mortar is seen strapped to the backpacks of the &amp;quot;British Commando&amp;quot; paratrooper uniform in multiplayer.&lt;br /&gt;
[[File:CoDWWII-2inchMortar1.jpg|thumb|600px|none|The 2-inch Mk. VIII Mortar in-game.]]&lt;br /&gt;
&lt;br /&gt;
==20 mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5 cm PaK 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the single-player campaign and on multiplayer maps.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|Panzerabwehrkanone (PaK) 38 - 50x419mmR]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII pak38-2.jpg|thumb|none|600px|A &amp;quot;PaK 38&amp;quot; during the &amp;quot;Operation Cobra&amp;quot; mission in-game.]]&lt;br /&gt;
[[File:CoDWWII pak38-3.jpg|thumb|none|600px|A view of the breech.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)]]&lt;br /&gt;
[[File:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[File:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the single-player campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer1.jpg|thumb|none|600px|The kurzer Granatwerfer in the &amp;quot;Operation Cobra&amp;quot; mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer3.jpg|thumb|none|600px|Two views of another Granatwerfer in the &amp;quot;Hill 493&amp;quot; level alongside with ''Wurfgranate'' 39 shells.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the single-player and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|Flugabwehrkanone (FlaK) 18 - 88x571mmR]]&lt;br /&gt;
[[File:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view shows the rear parts of the guns.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|A spent 8.8 cm shell is seen coming out of the breech.]]&lt;br /&gt;
&lt;br /&gt;
==12.8 cm Flak Zwilling 40==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;Flaktower&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:Flak-Zwilling40.jpg|thumb|none|250px|Flak-Zwilling 40 - 128x958mmR]]&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several [[15 cm Nebelwerfer 41|Nebelwerfer 41]] multiple rocket launches can be seen on the maps &amp;quot;Aachen&amp;quot; and &amp;quot;Carentan&amp;quot;.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|400px|Nebelwerfer 41 - 158 mm (6.22 inch)]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CoDWWII-Nebelwerfer1.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the map &amp;quot;Carentan Winter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sIG 33==&lt;br /&gt;
German ''Panzerkampfwagen I Ausf B'' &amp;quot;Bison&amp;quot; self-propelled guns on the multiplayer map &amp;quot;Dunkirk&amp;quot; have mounted [[15 cm sIG 33]] guns.&lt;br /&gt;
[[File:sIG33.jpg|thumb|none|400px|15-cm-schweres Infanteriegeschütz (''sIG'') 33 - 149.1mm]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sFH 18==&lt;br /&gt;
Various [[15 cm schwere Feldhaubitze 18]] can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|Schwere Feldhaubitze 18 - 150mm]]&lt;br /&gt;
[[File:CoDww2 held 18 2.jpg|thumb|none|600px|Daniels encounters the first ''Feldhaubitze''.]]&lt;br /&gt;
[[File:CoDww2 held 18 1.jpg|thumb|none|600px|Taking a look at the third one.]]&lt;br /&gt;
[[File:CoDWWII-sFH1.jpg|thumb|none|600px|The disabled breech of one sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
German [[15 cm TbtsK C/36]] can be seen on multiplayer maps.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm TbtsK C/36 naval gun in a ''Regelbau'' M272 casemate at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
[[File:CoDww2-naval.jpg|thumb|none|600px|The Naval Gun in the HQ mounted in a ''Regelbau'' M272 casemate.]]&lt;br /&gt;
[[File:CoDWWII-TbtsK1.jpg|thumb|none|600px|One of the naval guns in the &amp;quot;Operation Neptune&amp;quot; war mission.]]&lt;br /&gt;
[[File:CoDWWII-TbtsK2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-TbtsK3.jpg|thumb|none|600px|The other one offers two views of the rear side.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;Aachen&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of ''[[Call_of_Duty:_Finest_Hour#155_mm_Gun_Motor_Carriage_M12|Call of Duty: Finest Hour]]'', &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
[[file:CoDWWII-M12GunMotorCarriage1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==80 cm Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The [[80 cm Kanone (E)|''Schwerer Gustav'']] railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|80 cm Kanone (E) - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk. VI on the &amp;quot;Gibraltar&amp;quot; map and on Crusader Mk. II tanks on the maps &amp;quot;Egypt&amp;quot; and &amp;quot;Excavation&amp;quot;.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|Besa Mark 2 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The Besa mounted on a Light Tank Mk. VI.]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
British BL 4.5-inch medium field guns are seen on the map &amp;quot;Egypt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the maps &amp;quot;Gibraltar&amp;quot; and &amp;quot;Dunkirk&amp;quot; (which is inspired of the movie scene of ''[[Atonement]]'' and of the [[Dunkirk (2017)|2017 movie]]).&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 - 40x311mmR]]&lt;br /&gt;
[[File:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[File:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Bofors as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II*==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with [[Browning AN/M2|Browning .303 Mk II*]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II* - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'', the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality, the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.]]&lt;br /&gt;
[[File:CoDWWII-BrowningAir1.jpg|thumb|none|600px|The muzzles of a shot down Thunderbolt on the map &amp;quot;Pointe du Hoc&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2|Browning M2HB heavy machine gun]]s can be seen in the singleplayer.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB .50 BMG in-vehicle mounting]]&lt;br /&gt;
[[File:CODWWII-BrowHB.jpg|thumb|none|600px|An American soldier carries a Browning HB during the cutscene of &amp;quot;Operation Cobra&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
In the single-player mission D-Day, Daniels' squad is tasked with destroying a French Canon de 155 Grande Puissance Filloux (GPF) used by the Germans. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. These guns are also present in ''[[Call of Duty 2]]'''s seventeenth level &amp;quot;The Battle of Pointe du Hoc&amp;quot;.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[File:CoDww2 gpf 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDww2 gpf 2.jpg|thumb|none|600px|The &amp;quot;GPF Cannon&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 tanks on the &amp;quot;Valkyrie&amp;quot; map have hull-mounted [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII-DT.jpg|thumb|none|600px|A mounted DT in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20x110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
The [[MG13]] machine gun is mounted on the Sd.Kfz. 231 armored cars.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Leichtes Maschinengewehr Modell Dreyse 13 - 7.92x57 Mauser]]&lt;br /&gt;
[[File:CODWWII-MG13-1.jpg|thumb|none|600px|A mounted MG 13 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG 34 mounted on a Panzer IV Ausf. F medium tank. These tanks have side-mounted ''Panzerschürzen'' shields to strengthen the armor against [[PTRS-41]] engagements.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Ordnance QF 6-pounder Anti-tank gun is the main armament of British Crusader Mk. III tanks which are seen on the multiplayer maps &amp;quot;Egypt&amp;quot; and &amp;quot;Excavation&amp;quot;.&lt;br /&gt;
[[File:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
&lt;br /&gt;
==QF 5.25-inch Mark I==&lt;br /&gt;
Several QF 5.25-inch Mark I naval guns are stationed on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:CoDWWII-GibraltarNavalGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-GibraltarNavalGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==RML 64-pounder 58 cwt==&lt;br /&gt;
The British RML 64-pounder 58 cwt cannons are seen on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:CoDww2 navalc.jpg|thumb|none|600px|The British cannon in-game.]]&lt;br /&gt;
[[File:CoDWWII-GibraltarCannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The turret-mounted Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A 19th to early 20th-century Swiss-style crossbow with a Schuetzen-style stock is available in multiplayer, weirdly classed as a launcher, which it most certainly is not (though it is technically correct since it launches arrows). The crossbow can be customized to fire explosive bolts or &amp;quot;fast bolts&amp;quot;, the latter improving the velocity of the fired bolt, and to top it all off, it can be customized to fire three bolts at once.&lt;br /&gt;
[[File:CoDWWII-crossbow.jpg|thumb|none|600px|The crossbow in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1638847</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1638847"/>
		<updated>2023-12-29T16:44:45Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Vickers .50 */ I don't think that's part of the hull.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, PlayStation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''WWII'' uses weapon variants as a part of its multiplayer customization system, much like ''Advanced Warfare'' and ''Infinite Warfare'', though ''WWII''’s variants are purely cosmetic and do not change the weapon's statistics. Many of these weapon variants feature model changes in addition to finish changes, often completely changing the weapon's identity. As a result, on this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. A few cases of borderline weapon distinctions remain as subsections to make management easier. Some of these weapon variants also change the weapon inspection animation, sometimes to be more humorous.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors, while handguns exclusively accept the tactical knife accessory. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April 2018 update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors. All pistols are held with a one-handed grip which is correct for this era.&lt;br /&gt;
&lt;br /&gt;
As with suppressors, tactical knives were not initially included in the game, it was added in &amp;quot;The Resistance&amp;quot; event, as a division perk for the namesake &amp;quot;Resistance&amp;quot; division. But following the overhaul, it was regulated to an attachment as with suppressors. Tactical knives in this game are appropriately not held in the &amp;quot;Harries Technique&amp;quot; stance as with previous entries, as this technique was introduced or developed in the 1970s.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading. Note the &amp;quot;Scapareli Ind. U.S.A.&amp;quot; markings on the slide.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign. Given that that Daniels is merely a soldier, not an OSS agent, its use here in the mission would be incredibly unlikely; among other factors.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902|Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the Anschlagpistole M.12 variant of the M1912 had a similar lever, but this was a fire selector lever, and was on the opposite side of the frame), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. During said scripted section, it is bizarrely depicted with an incorrect swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. A careful examination of the model makes it to be exactly the real Enfield No. 2, including its top break hinge and latch, so the swung-open cylinder doesn't seem to be holding on to anything. The bizarre cylinder misportrayal also means that the swing-out cylinder doesn't have an ejector rod that a swing-out cylinder should have, so the spent rounds (more precisely, the only one round) just drop independently.&lt;br /&gt;
&lt;br /&gt;
In the scripted section, it strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity; it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity. &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the Enfield No. 2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]]. The former use can be excused as a personal weapon of Turner's, which would give some leeway into the selection of weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|350px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|350px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|350px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[File:Enfield No2.jpg|thumb|none|350px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map &amp;quot;The Frozen Dawn&amp;quot;, the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|350px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in single-player, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one. Note the trigger discipline, a safety technique which wasn't used during WWII.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
The &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger feature the upper assembly and the bulbous mainspring assembly of the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|350px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant. Note that it has a grip assembly from a late-model [[Nambu Type 14]].]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide, and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard, and magazine release of the Nambu.&lt;br /&gt;
[[File:Nambu Type 14.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:Nambu Type 14 Transition model.jpg|thumb|none|350px|Nambu Type 14 (Transitional Model) - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Luger-AbwehrII.jpg|thumb|none|600px|The &amp;quot;Abwehr II&amp;quot; variant resembles the transitional model with a larger trigger guard but the original cocking knob.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and uses detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector, meaning that it is visually a normal C96 with the M712's magwell (magazine release included) and magazines. The frame's indentations are strangely in the form of a single big block, somewhat resembling the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer has the rough shape of a standard C96 small ring hammer, but it is modeled without a hole.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|350px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|350px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side, showing off the relatively normal frame indentations and very not-normal hammer and screw...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side, showing off the also-abnormal square magazine release button.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some revolver carbines (although there is no record of carbine versions of the Reichsrevolver existing, and it still lacks a buttstock). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|350px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player character does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod, although the more expensive commercial versions had this), and seemingly ejects the casings through gravity, which is impossible; said &amp;quot;spent casing&amp;quot; is also just an unfired round, bullet and all. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] was added as a new pistol in The Resistance event. The gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles. The upgraded name of &amp;quot;Grey Ghost&amp;quot; is a reference to P38s manufactured in France following World War II, which were nicknamed &amp;quot;Grey Ghost&amp;quot; due to their distinctive grey parkerized finishes.  &lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Austen Mk I==&lt;br /&gt;
The [[Austen|Austen Mk I]] is featured in multiplayer simply as the &amp;quot;Austen&amp;quot;, added in the July 23, 2019 update. Curiously, the stock is always folded in the menu, but is unfolded during play. Additionally, despite using the same 32-round magazines as the normal, prior-added [[Sten]], the Austen holds 25 rounds by default, increasing to a still-too-high 37 with the Extended Mags attachment (which is, as with the Sten, a backwards ''Trommelmagazin 08''). When upgraded, it is known as the &amp;quot;Whispering Wind&amp;quot;. Killing enemies with it has a chance that it will cause an explosion upon their death.&lt;br /&gt;
[[File:Austen.jpg|thumb|none|450px|Austen Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Austen_02.jpg|thumb|none|600px|An Austen at the range. Note the unfolded stock.]]&lt;br /&gt;
[[File:CODWWII_Austen_01.jpg|thumb|none|600px|Inspecting the Austen. This is the &amp;quot;Ferocious II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Austen_03.jpg|thumb|none|600px|The base Austen at the range.]]&lt;br /&gt;
[[File:CODWWII_Austen_04.jpg|thumb|none|600px|There's actually an animation for unfolding the stock.]]&lt;br /&gt;
&lt;br /&gt;
==Bechowiec-1==&lt;br /&gt;
The [[Bechowiec-1]], a Polish submachine gun manufactured on a small scale under German occupation, was added to the game's multiplayer component in the July 23, 2019 update, under the name &amp;quot;Bechowiec&amp;quot;. When Pack-a-Punched it become &amp;quot;The Lighting Catcher&amp;quot;, in which killing zombies through headshots will stun other nearby zombies in an area. Performing melee attacks on stunned zombies will charge up before they explode.&lt;br /&gt;
[[File:Bechowiec-1.jpg|thumb|none|450px|Bechowiec-1 with bolt in retracted position - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Bechowiec_01.jpg|thumb|none|600px|A Bechowiec at the range. This one has a red-dot sight attached.]]&lt;br /&gt;
[[File:CODWWII_Bechowiec_02.jpg|thumb|none|600px|Inspecting the custom Bechowiec.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, lacks the compensator on the muzzle, and has fictional long barrel perforations. In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu. The long barrel perforations somewhat resemble those of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]].]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Błyskawica==&lt;br /&gt;
The [[Błyskawica]] was added to the game in the June 4th 2019 update. When Pack-a-Punched it become the &amp;quot;War Saw&amp;quot;, which is a pun on Warsaw, the city where this gun was made.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|450px|Błyskawica - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Błyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 01.jpg|thumb|none|600px|The Błyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 02.jpg|thumb|none|600px|Inspecting the Błyskawica.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] prototype was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. Its upgraded variant is the &amp;quot;Bridesmaid&amp;quot;, along with the typical upgrade buffs, reloading the weapon while empty releases 3 bubbles of energy behind the player, exploding after a short while. Theses explosions damages zombies, and it cannot harm players.&lt;br /&gt;
[[File:EMP 44.jpg|thumb|450px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|450px|Haenel-Schmeisser MP28/II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|450px|Steyr-Solothurn MP34 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWii mp34 1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii mp34 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii mp34 3.jpg|thumb|none|600px|Inspecting the top, which lacks the MP34's distinctive receiver cover hinge, and thus implies that the entire receiver is one solid piece...]]&lt;br /&gt;
[[File:CoDWWii mp34 4.jpg|thumb|none|600px|... and the left side. Note the chopped-off stock wrapped in tape; while it isn't entirely clear if this is actually intended to be an MP34 in its entirety (the stock and trigger group seemingly coming straight from the base MP28), this wouldn't be possible on a real one - the MP34's stock houses its recoil spring, so cutting it off like this would prevent the gun from working properly, and leave a rather obvious hole where the spring used to go.]]&lt;br /&gt;
&lt;br /&gt;
==La Coruña M41/44==&lt;br /&gt;
The [[Erma EMP]] was added to the game in the June 4th 2019 update. The in-game game model is based on La Coruña M41/44, a Spanish copy of the EMP in 9x23mm Largo, rather than the actual German EMP. When upgraded, it is known as the &amp;quot;Groomsman&amp;quot; (complementing the &amp;quot;Bridesmaid&amp;quot; of the EMP 44). As with the EMP 44, reloading from an empty magazine releases up to 4 bubbles that can stick through surfaces before exploding.&lt;br /&gt;
[[File:Spanish MP41-44.jpg|thumb|none|450px|La Coruña M41/44 - 9x23mm Largo]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP copy in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII ErmaEMP 01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII ErmaEMP 02.jpg|thumb|none|600px|Inspecting the top. Note the Spanish style cocking handle.]]&lt;br /&gt;
&lt;br /&gt;
==LAD machine gun==&lt;br /&gt;
The [[LAD machine gun|LAD]] (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and was regarded as such by the Soviet Union, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun by IMFDB's definitions. The game certainly treats it like an LMG at any rate, with higher damage and a deeper, punchier firing sound than the SMGs, along with a large, star-shaped muzzle flash that has nothing to do with the shape of the weapon's actual muzzle brake; it seems to have been quite closely based on the code of another one of the game's machine guns, as it rather obviously ejects large, bottlenecked rifle casings substantially larger than the rounds in the belt. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|451px|LAD machine gun (second prototype) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|450px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Hyde==&lt;br /&gt;
The [[M2 Hyde]], the technically-adopted-but-never-mass-produced stepping stone between the [[M1A1 Thompson]] and the [[M3 &amp;quot;Grease Gun&amp;quot;]], was added to the multiplayer component of ''WWII'' in the July 23, 2019 update, under the name &amp;quot;M267&amp;quot; for some reason. Upgrading it turns into the &amp;quot;The Proven&amp;quot;, along with typical upgrades.&lt;br /&gt;
[[File:M2 Hyde.jpg|thumb|none|450px|M2 Hyde - .45 ACP]]&lt;br /&gt;
[[File:CODWWII_Hyde_01.jpg|thumb|none|600px|A customized M2 Hyde at the range.]]&lt;br /&gt;
[[File:CODWWII_Hyde_02.jpg|thumb|none|600px|Inspecting the M2 Hyde.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] is the first available submachine gun in multiplayer, under the name &amp;quot;Grease Gun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment. Note: Pierson's Grease Gun has no magazine in this shot.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:OSS M3 Greas Gun.jpg|thumb|none|400px|OSS M3 - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player character in the campaign level &amp;quot;S.O.E.&amp;quot; by SOE operatives.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|450px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|450px|MAS-38 - 7.65x20mm Longue]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe, despite this being a French gun). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|450px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40]] is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player character holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|450px|none|MP41 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
The Type II is depicted with a charging handle to the right side of the weapon that does not exist in reality; in reality, the Type II operated on a principle similar to the Gustloff Volkssturmgewehr, where the entire front section of the gun and the barrel shroud would recoil when firing (which too is not depicted in-game). The actual charging handle is the tab extended to the left side of the weapon (which would pull back the entire barrel shroud when pulled), depicted as a sling mount in-game.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|450px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering with the fictional charging handle.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side. The ejection port cover is another fictional addition of the in-game weapon.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is one of &amp;lt;i&amp;gt;WWII&amp;lt;/i&amp;gt;'s base game submachine guns. It starts with the 35-round stick magazine, and the drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It has the later-version flip rear sight, but the early-version unhooded front sight. Without the extended mags, the PPSh-41 is modeled with a [[PPS-43]] magwell and magazine, while the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life. It appears in the game's singleplayer campaign, being used by German forces, albeit in mass quantities than in real life (likely due to the need of increased weapon variety). While it is a historical fact that the Germans captured some PPSh submachine guns throughout the war, most or almost all of them are converted to the 9x19mm Parabellum-chambered MP 41(r) or rechambered as the 7.63 Mauser MP 717(r).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant as &amp;quot;The Classic&amp;quot;, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies maps &amp;quot;The Final Reich&amp;quot;, &amp;quot;The Darkened Shore&amp;quot;, &amp;quot;The Shadowed Throne&amp;quot;, and &amp;quot;The Frozen Dawn&amp;quot;. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPsh-41 experimental sight drum mag Left.jpg|thumb|none|450px|PPSh-41 experimental sight - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell. In the beta, the PPSh retained the PPS-43 magwell even with extended mags equipped, and the reload animation showed the drum mag visibly clipping through the magwell.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT/K-50M hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|450px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|450px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG. Not visible in this photo, but there are no rounds in the magazine.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|450px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|450px|Sten Mk V - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|450px|Sten Mk IVA - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|Reloading the Tokyo Arsenal SMG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] is a base game multiplayer-only weapon. Unlike in ''World at War'', the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|450px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
A [[Blunderbuss]] is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. It features the aforementioned issues in its reload animation as with ''Advanced Warfare'', mentioned in its own section.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|450px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the M30 was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
In the campaign, its use by German forces during the 1944 Normandy landings and even afterwards all the way to 1945 is inappropriate, as limited numbers are only issued to Luftwaffe aircrews throughout 1941 and 1942 during the Africa theater.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the M30 have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode. Note the incorrect rearward placement of the sight; the real sight is still modelled on the weapon in front of the sight currently in use, but does not flip up at all.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells; note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round/shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the M30, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
To increase the weapon's resemblance to the M30, the TP-82's barrels are sized up to M30 calibers, the location of the breech is moved forward, and the gun has the M30's breech face instead of the TP-82's. The weapon's reload animation is changed to reflect the different position of the break-open lever. Though the weapon is modeled with TP-82's selector switch, it doesn't have a fire mode switching animation when using the Rifle Bullet attachment, in contrast to the base M30.&lt;br /&gt;
&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the M30's inspection animation involves the player character using the M30's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size. The extended mag is a fictional &amp;quot;drummified&amp;quot; version of the aforementioned magazine plus a lever from ''Trommelmagazin 08''.&lt;br /&gt;
&lt;br /&gt;
Due to its fictional detachable box magazine, the reloading procedure is also completely fictionalized. Non-empty reload animations consists of a simple detach-and-replace animation. The empty reload animation sees the player character turn down the crank lever on the right side of the gun to &amp;quot;open the action&amp;quot; (even though this is what the real crank lever does, the in-game bolt is not animated and shut when the crank is turned), replace the magazine, then press a button near the trigger guard to &amp;quot;close the action&amp;quot;. While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is instead the safety button, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
It is depicted as another shotgun available to Axis forces throughout the campaign (again, likely due to the need of increased weapon variety) and, as mentioned in the M30 Luftwaffe Drilling section above, its use there would not be historically accurate or apt. It is infamously used by German forces in &amp;quot;Hill 493&amp;quot; against Allied forces, where they are loaded with anachronistic incendiary ammo.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine.&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. An additional fictional magazine release is added to the left side of the receiver, above the fictional magazine well. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like [[:File:Winchester1897TrenchTakedown.jpg|this one]]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a lever-action one, a semi-automatic one, and even two anti-tank rifles) fitted with telescopic sights by default for sniping.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-ITRA1.jpg|thumb|none|600px|Grabbing the magazine...]]&lt;br /&gt;
[[File:CoDWWII-ITRA2.jpg|thumb|none|600px|...which has no cartridges left.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-ITRA3.jpg|thumb|none|600px|Gives the magazine an extra tap during the empty reload. The charging handle is never used.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
[[File:CoDWWII-ITRA4.jpg|thumb|none|600px|The left side of the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category under the name &amp;quot;Ribeyrolles&amp;quot;. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight. The upgraded variant is known as the &amp;quot;Roland's Count&amp;quot;, while its rate of fire decreases when upgraded, it fires explosive rounds which do not damage the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|450px|Chauchat-Ribeyrolles 1918 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like in ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds. When upgraded, it is known as the &amp;quot;First Red Hero&amp;quot;, likely in reference to being the first automatic rifle used by the Soviet Union.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon. German Heer forces in &amp;quot;Hill 493&amp;quot;, &amp;quot;Ambush&amp;quot; and &amp;quot;The Rhine&amp;quot; inappropriately make use of this weapon. The FG 42 was issued exclusively to the Luftwaffe, although it should be noted that the Luftwaffe itself is not depicted in the game. Its scarcity and usage (due to the extreme material costs) also prevented much widespread use depicted as well.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling appears as if it is linked to the front of the forearm, but it's actually just wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds and were straight. Also, note the ''Ausgangsseitengewehr'' bayonet; since the G43 lacks a bayonet lug, Sledgehammer apparently decided to attach it to the end of the cleaning rod instead.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Grossfuss Sturmgewehr==&lt;br /&gt;
The [[Grossfuss Sturmgewehr]], a late-war prototype German assault rifle meant to replace the [[Sturmgewehr 44]], was added to multiplayer in the July 23, 2019 update. It is known in-game as the &amp;quot;GBD-79&amp;quot;. When upgraded, the Sturmgewehr is renamed to the &amp;quot;Compact Chaos&amp;quot;.&lt;br /&gt;
[[File:Horn Sturmgewehr.jpg|thumb|none|450px|Grossfuss Sturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:CODWWII_GBD_01.jpg|thumb|none|600px|A customized Grossfuss Sturmgewehr at the range.]]&lt;br /&gt;
[[File:CODWWII_GBD_02.jpg|thumb|none|600px|Inspecting the customized Grossfuss Sturmgewehr. Note the extended magazine, which appears to be a shrunken-down [[MG15]] mag. Despite using the same standard magazines, the StG 44, [[Gustloff Volkssturmgewehr]], Grossfuss Sturmgewehr, and Wimmersperg Spz all have different extended magazine models in-game (all of which are fictional).]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
The [[Gustloff Volkssturmgewehr]] was added in The Resistance event. It is depicted as fully-automatic; whether or not a full-auto version of the Volkssturmgewehr existed in reality is disputed. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine, rather than the also-fictional 45-round straight magazine used by the Sturmgewehr. When the Volkssturmgewehr is upgraded in Nazi Zombies, it is renamed to &amp;quot;People's Storm&amp;quot;, in reference to its English name. It features higher damage, larger magazine count and additional spare ammunition.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Gustloff Volkssturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are (correctly) the same as those used by the [[Sturmgewehr 44|StG 44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back on its upper assembly, with the user placing the actual charging handle between his thumb and forefinger. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly and an independently-moving handle, which results in a different animation wherein it is pulled by itself.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS_Rifle_Series#MAS-44|MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is still erroneously labeled as the &amp;quot;M1A1&amp;quot; as it was in ''[[Call of Duty: World at War|World at War]]''. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and fires in full-auto, correct for the M2, which it isn't, as the model does not change and it lacks the M2's fire selector.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|An M1 Carbine in first-person.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming the carbine. Note the odd front sight, which seems to have come off of an [[M1918A2 BAR]]; rather fitting, given that the game's BAR lacks its front sight hood.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading; note the lack of a bayonet lug, as compared to the image above..]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle; upon firing the last round, regardless of which magazine is inserted, the bolt will lock back. The real M1 lacks an automatic bolt hold-open (instead only having a manual one); 30-round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (as an indicator that the weapon is empty), though as this doesn't engage the weapon's bolt hold-open, the bolt immediately drops upon removing said magazine.]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|Speaking of which, here's the Carbine with its extended magazine; this holds 22 rounds in-game, in keeping with its &amp;quot;150% rounded down&amp;quot; rule of extended magazines. It's not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal heat shield - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant; somewhat bafflingly, it appears to have the later-added M2's fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic. In Nazi Zombies, the &amp;quot;G.O.A.T.&amp;quot; upgraded variant allows 2 round burst along with higher damage and impossibly extended magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1. As is the case in many games, the rear sight is massively widened and raised high for indirect fire (as one would expect, it fires straight ahead in-game); this is generally done to provide a clearer sight picture.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:BM59A.jpg|thumb|none|400px|Beretta BM59 &amp;quot;Truppe Alpine&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct. When upgraded, the M2 Carbine turns into the &amp;quot;M2A2 Carbine&amp;quot;, which is the name of a refurbished variant of the M2 Carbine. It features higher damage, 30 round magazines (by default) and increased ammunition.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle was added as a sniper rifle in the Attack of the Undead event. As in ''World at War'' it is a ridiculous choice for a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15. When upgraded, it is known as the &amp;quot;Complex Beat&amp;quot;.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [http://www.imfdb.org/wiki/Talk:Call_of_Duty:_Vanguard#Sport-Systeme_Dittrich_BD-44_Folding_Stock Sport-Systeme Dittrich BD-44] stock; this is mechanically implausible, as the StG's stock contains its recoil spring. When upgraded in Zombies mode, it will be renamed to &amp;quot;STG770&amp;quot;, along with the typical upgrades.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. Despite the many modifications applied to the weapon, the weapon can still be identified by the appearance of its pistol grip. It has a cut-down barrel and gas system, relocated and lowered rear sight, a different front sight, a compressed lower receiver, and the same [http://www.imfdb.org/wiki/Talk:Call_of_Duty:_Vanguard#Sport-Systeme_Dittrich_BD-44_Folding_Stock Sport-Systeme Dittrich BD-44] as on the &amp;quot;Haywire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On a side note, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the &amp;quot;Shingles&amp;quot; variant of the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn. In ''WWII'', Epic variants (like the &amp;quot;Shingles&amp;quot;) are always dirty or otherwise worn, while the Heroic variants are clean and pristine. Many weapon variants appear in both Epic and Heroic forms (the &amp;quot;Shingles&amp;quot; is not one of them however), with the Heroic variants' names being suffixed with a &amp;quot;two&amp;quot; (&amp;quot;II&amp;quot;).]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44 Model 4==&lt;br /&gt;
The [[AS-44|Sudayev AS-44 Model 4]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum (of the same type as the [[Gustloff Volkssturmgewehr]], despite them using completely different magazine designs in reality). Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Prototype 7&amp;quot; is the upgraded variant of the AS-44 in Zombies, the name in reference to it being the seventh and last prototype before development was ended.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 Model 4 - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the Sudayev AS-44 Model 4.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to the [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees. When upgraded, the SVT-40 will be renamed to the &amp;quot;AVT-40&amp;quot;, however it is not a true AVT-40, it is merely a reskin akin to the M1A1 to &amp;quot;M2 Carbine&amp;quot;. The upgraded variant allows for fully automatic fire (akin to the real AVT-40), along with higher damage.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm Swedish]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the [[Rasheed Carbine]], an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding &amp;quot;coat hanger&amp;quot; East German AK stock (which is obviously anachronistic) and a Sten skeletonized pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle. The &amp;quot;Go Ban&amp;quot; upgraded variant has typical Nazi Zombies upgrades, increased damage, doubled magazine capacity and increased ammunition.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Wimmersperg Spz-kr==&lt;br /&gt;
The [[Wimmersperg Spz|Wimmersperg Spz-kr]], a German late-war assault rifle design (actually a family of designs, the in-game weapon being the magazine-pistol-grip styled ''kv'' or ''kr'' carbine variants) intended to combine bits from both the [[Sturmgewehr 44]] and the [[Sten]] to create a cost-saving assault rifle, was physicalized and added to multiplayer in the July 23, 2019 update. No units of the Wimmersperg Spz were known to have ever been made in real life. When upgraded, it is renamed to the &amp;quot;Spz-X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon features a standard StG 44 rear sight by default; in real life, the known description of the weapon's concept (from ''Sturmgewehr! From Firepower to Striking Power'' by Hans-Dieter Handrich) describes the weapon as having a different rear sight from the StG 44, and the sights also slightly offset to the left. The in-game model does feature a dovetail scope mount to the right of the weapon, matching descriptions of the concept.&lt;br /&gt;
[[File:Wimmersperg Spz-kr rekonstrukcja.jpg|thumb|none|450px|Wimmersperg Spz-kr - 7.92x33mm Kurz. ('''Modern''' reconstruction based on original sketches.)]]&lt;br /&gt;
[[File:CODWWII_Wimmersperg_01.jpg|thumb|none|600px|A customized Wimmersperg at the range.]]&lt;br /&gt;
[[File:CODWWII_Wimmersperg_02.jpg|thumb|none|600px|Inspecting the customized Wimmersperg. Note the very Sten-like receiver design.]]&lt;br /&gt;
&lt;br /&gt;
=Manually-Operated Rifles/Carbines=&lt;br /&gt;
The &amp;quot;sniper rifles&amp;quot; class consists of the following manually-operated rifles &amp;amp; carbines, as well as the aforementioned semi-automatic [[Kbsp wz. 38M]] and [[PTRS-41]]. The weapons from that category were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;iron sights&amp;quot; attachment was made available for all &amp;quot;sniper rifles&amp;quot; following the Attack of the Undead event, which removes their default optics. &lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃 (''kyū kyū shiki shōjū''), which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is based on the real Arisaka's sniper scope reticle, and has mostly correct horizontal markings, but its vertical markings are completely different and somewhat nonsensical. The real reticle has a 0m zeroing marking near the center, and has a vertical axis that goes down with increasing zeroing markings. Here, the reticle gains a new set of increasing ranging markings going ''up'', apparently implying a ''negative zero'' of up to -1400m. The 2 marking extended to the side is this way on the real reticle to fit it into the tight available space; here it's retained apparently solely for the cool factor, and it's also moved above 0.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|450px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. The Extended Mag attachment is the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable. Reloading the regular Kar98k has a lot of inaccuracies (which are shared with most of the other base game bolt-action rifles), namely;&lt;br /&gt;
&lt;br /&gt;
* There is no dynamic reload in for base game bolt-action rifles in ''WWII'', therefore the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for rounds still in the rifle or how much ammo is in the player's reserves.&amp;lt;br&amp;gt;&lt;br /&gt;
* The stripper clip is attached and loaded diagonally, allowing the rifle to still be reloaded with stripper clips even when scopes are used, which would block stripper clips in reality.&amp;lt;br&amp;gt;&lt;br /&gt;
* The stripper clip is shoved into the magazine in its entirety, clip and all. This one seems to have been fixed in a patch however.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game, used without a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Incorrectly reloading the Kar98k.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|Inspecting a Kar98k fitted with the Extended Mag attachment.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kb ppanc wz. 35==&lt;br /&gt;
The [[Kb ppanc wz. 35]], a Polish anti-tank rifle, was added to the game in the June 4th, 2019 update. By default, it is fitted with what appears to be a Russian PU scope on a completely fictitious mount, though the historically-appropriate iron sights are available as an optional &amp;quot;attachment&amp;quot;. It incorrectly holds 5 rounds in its 4-round box magazine (or 7 in the fictitious extended one). It appears to have been rather closely based on the code for something else, since its sounds are near-identical to the rest of the rifles (as opposed to the substantially deeper sound of the game's other AT rifle, the [[PTRS-41]]), and its ejected casings are both too small and come out too soon. When Pack-a-Punched it becomes the &amp;quot;Show stopper&amp;quot;.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|450px|wz. 35 - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|Inspecting the wz. 35.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Lee-Enfield|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Like the Kar98k and the Springfield, the Lee-Enfield is reloaded with a stripper clip loaded in diagonally, allowing it to bypass the scope. The reload also only loads one clip regardless of rounds remaining the gun, allowing it to replenish all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional. The extended mag is reloaded by detaching and replacing it.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|350px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-36==&lt;br /&gt;
The [[MAS-36]] is featured in multiplayer as the &amp;quot;M36&amp;quot;, added in the July 23, 2019 update. It incorrectly holds 10 rounds in its 5-round fixed magazine, increasing to 15 with the fictional extended one; even more bizarrely, these are loaded one-by-one (i.e. no stripper clips), regardless of whether or not the weapon has a scope fitted (which wouldn't block the action anyway, since it's mounted onto the barrel and not the receiver).&lt;br /&gt;
[[File:MAS36.jpg|thumb|none|450px|MAS-36 - 7.5x54mm French]]&lt;br /&gt;
[[File:CODWWII_M36_01.jpg|thumb|none|600px|An M36 at the range. This is the &amp;quot;Rancher II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_M36_02.jpg|thumb|none|600px|Inspecting the MAS-36.]]&lt;br /&gt;
[[File:CODWWII_M36_03.jpg|thumb|none|600px|The base MAS-36 with iron sights.]]&lt;br /&gt;
[[File:CODWWII_M36_04.jpg|thumb|none|600px|Note that even with just iron sights, the rifle is still reloaded one round at a time rather than with a charger.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion, and the full 5-round clip isn't used for every single reload. When the weapon is scoped, the reload has the player character loading three (or less) loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the 7-round &amp;quot;extended mag&amp;quot; is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
At release, the player character would fail to cover the action during a mid-magazine reload, and unnecessarily covers the action during an empty reload, regardless of attachments. These appear to have been fixed in a later update.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Schälldampfer Karabiner==&lt;br /&gt;
The [[Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right. Note how the magazine sticks a short ways out of the well; on the actual rifle, the Luger magazine's distinctive round grasping knobs sit directly in the notches on the bottom of the stock, leaving much less of the magazine exposed.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is one of the available sniper rifles. With Extended Mags, it gains an [[:File:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06 Springfield]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
[[File:CoDWWII-spring3.jpg|thumb|none|600px|The unscoped Springfield in-game.]]&lt;br /&gt;
[[File:CoDWWII-spring4.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Gum Shoe&amp;quot; variant resembles a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Gum Shoe&amp;quot;; note the non-standard striker design.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the sights of an A1; the M1903A4s lacked irons entirely). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_RangerII_02.jpg|thumb|none|600px|Holding the &amp;quot;Ranger II&amp;quot; on the streets of occupied Paris.]]&lt;br /&gt;
[[File:CODWWII_RangerII_03.jpg|thumb|none|600px|Inspecting the left side. Like the &amp;quot;Gum Shoe&amp;quot;, it has an odd enlarged striker.]]&lt;br /&gt;
[[File:CODWWII_RangerII_04.jpg|thumb|none|600px|Inserting the extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 70===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot; and &amp;quot;Faithful&amp;quot; variants have distinctly different receivers, resembling [[Winchester Model 70]]s; both feature sporter-style forends, Unertl scopes (by default), and hooded front sights, with the former having a conventional M1903-style stock, and the latter having the same two-piece stock setup as the &amp;quot;Ranger&amp;quot;.&lt;br /&gt;
[[File:Win70-1.jpg|thumb|none|450px|Winchester Model 70 with 7.8x Unertl scope - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as a playable sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun, and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun. The BAR is categorized as a &amp;quot;rifle&amp;quot; in-game (which it does not benefit from the bipod ability, as a result), but it is categorized as a machine gun for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theater, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG&amp;quot;, short for General-Purpose Machine Gun, even though it's actually a light machine gun (or a no-purpose machine gun if performance is taken into account), ironically reversing the GPMG-to-LMG misclassification common in the series. The Modello 30's Zombies upgrade is ironically known as &amp;quot;Good Enough&amp;quot;, which fires explosive bullets.&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles, it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mmRB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|Reloading the &amp;quot;Fiore di Morte&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] is one of the light machine guns included at release. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a ''Call of Duty'' game. It is used by both US forces and British SOE operatives seen in &amp;quot;S.O.E.&amp;quot;, both uses of the Bren are rather inappropriate as the main British forces (which do not appear in the campaign mode) are issued to it. US forces use the M1918A2 BAR as their &amp;quot;machine gun&amp;quot; of sorts and SOE operatives prefer more covert weapons.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 light machine gun|Nambu Type 11]]. The &amp;quot;Ronnie&amp;quot; upgraded variant allows the player to be shielded when reloading from empty, in addition to the other buffs it provides.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt. Like the German machine guns, its fire rate is nowhere near its real rate.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', firing this weapon from the hip would be very impractical: an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the anachronistic [[Browning M1919#Stinger Machine Gun|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations (particularly the belt reload) and its rate of fire of 314 RPM, instead of the 1200 RPM the real weapon offers.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider. The &amp;quot;Hurt Box&amp;quot; is its upgraded variant in Zombies, which can stun certain enemies.&lt;br /&gt;
[[File:Stinger replica.jpg|thumb|none|450px|Stinger machine gun replica built by the Canadian Historical Arms Museum - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the odd-looking bipod, the curious vertical carrying handle, and the strange non-standard slotted barrel shroud. The style of the front sight and the way the carrying handle is mounted indicates that ''WWII'''s Stinger is referenced after the Stinger replica built by the Canadian Historical Arms Museum instead of the one built by Guiette Mfg., Inc.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game. Note that the cocking slot opening visible on the left side of the AN/M2 and the Stinger's receiver is absent in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The feed tray cover has been embellished with a fictional screwed-on plate; the writing on it claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. It seems that the weapon artist was told to model a fictional 60-round belt box, complete with proper stenciling saying &amp;quot;60 ROUND MAG&amp;quot;, but the game designer in charge of weapon stats was told to completely ignore it.]]&lt;br /&gt;
&lt;br /&gt;
==FM 24/29==&lt;br /&gt;
The [[Chatellerault Light Machine Gun|Chatellerault FM 24/29]] is featured in multiplayer simply as the &amp;quot;Chatellerault&amp;quot;, added in the July 23, 2019 update. Its extended magazine model is the same side-mounted drum as used on the in-game Bren. The upgraded variant renames it to the &amp;quot;The Black Cat&amp;quot;.&lt;br /&gt;
[[File:Chatellerault M1924-29.JPG|thumb|450px|none|FM 24/29 - 7.5x54mm French]]&lt;br /&gt;
[[File:CODWWII_Chatellerault_01.jpg|thumb|none|600px|A Chatellerault M1924/29 at the range.]]&lt;br /&gt;
[[File:CODWWII_Chatellerault_02.jpg|thumb|none|600px|Inspecting the Chatellerault M1924/29. This is the &amp;quot;Death Blinger&amp;quot; variant. Despite its flashy appearance, this is only an Epic variant, not the Heroic.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds. The upgraded variant is the &amp;quot;Slice of Kiwiana&amp;quot;, along with the typical buffs upgraded weapons have, the Charlton has a unique ability where headshots have a chance to cause a fiery death effect that stuns and attracts zombies.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|450px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|450px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The [[Browning Automatic Rifle#Kg m/21|Kg m/21]], a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG. The &amp;quot;Swedish-Chocolate&amp;quot; upgrade allows infinite spare ammunition, but it cannot be reloaded until the magazine is empty and reloading the weapon will give the player between 4 to 50 rounds. The upgraded variant also fires glowing bullets which can deal extra damage.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|450px|Kg m/21 - 6.5x55mm Swedish]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|Inspecting the Kg M/21. It has been fitted with the straight extended mags.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket. When the Lewis Gun is upgraded, it becomes the &amp;quot;Belgian Rattlesnake&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so Sledgehammer Games invented this strange extended magazine with a deliberately thin end.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[File:Type92Lewis.jpg|thumb|none|450px|Japanese Type 92 with forced-air cooling jacket - 7.7x58mmR Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] is classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game. When upgraded, the BAR is renamed to the &amp;quot;FU-BAR&amp;quot;, along with increased damage, magazine capacity and spare ammunition.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|450px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG. The M1941's Nazi Zombies upgrade is the &amp;quot;Emma Gee&amp;quot;, along with the typical upgrades as one would expect. It is seen with the main US forces in &amp;quot;Collateral Damage&amp;quot; and &amp;quot;The Rhine&amp;quot;. However, its historical use of the M1941 would only be regulated to US special forces and Marines throughout the war, which makes its appearance there inappropriate.&lt;br /&gt;
&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. The actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds.]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
===M1941 Johnson rifle===&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]], converted for ground usage, is another new machine gun present in the base game. It is the standard machine gun for the Wehrmacht in the campaign, even though the [[MG34]] would be more suitable. The weapon's in-game fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead). It is known as the &amp;quot;Prop Shredder&amp;quot; when upgraded.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier. The default magazine for the MG15 is a bizarre &amp;quot;half-saddle drum&amp;quot;, which holds 50 rounds in multiplayer and 75 in singleplayer. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]] is present in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]]. The &amp;quot;Bone Saw&amp;quot; upgrade allows for a heavily increased rate of fire, similar to its real-life counterpart. &amp;quot;The Vintage&amp;quot; is another variant of the MG42 obtainable through an Easter Egg in &amp;quot;The Frozen Dawn&amp;quot;, with an increased magazine capacity of 125. This can be upgraded further to the &amp;quot;Freak Show&amp;quot;, along with a 250-round magazine.&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34. While period appropriate for the single player campaign and most of the multiplayer maps, its potential use in some early war maps such as Dunkirk (1940), Gustav Cannon (1941), Anthropoid and Egypt set in 1942 would be anachronistic. The use of the post 1943 vertical charging handle MG42 on the map Stalingrad would also be anachronistic since the early pre-1943 slab-sided horizontal charging handle version was used in limited numbers at Stalingrad.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map &amp;quot;Pointe du Hoc&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun).&lt;br /&gt;
&lt;br /&gt;
It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view. When upgraded in Nazi Zombies, it becomes the &amp;quot;Spandau Serenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The in-game model is embellished with additional parts visible on the side of the receiver. The base 50-round drum magazine model is also fluted instead of smooth, making it somewhat resemble half of an MG15 magazine. When extended magazines are equipped, the magazine model changes into a MG15-esque 75-round double drum magazine. It is known as &amp;quot;78 Deaths&amp;quot; when upgraded in Zombies mode.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|450px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät]] rifle grenade launcher was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in ''WAW'', the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces. It is incorrectly defined as an &amp;quot;anti-aircraft launcher&amp;quot; in-game.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign which are unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces. Despite using entirely different rockets, the Panzerschreck in-game shares the same ammo pool as the M1 Bazooka.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in single-player, while in multiplayer they are available through a scorestreak. They have 100 units of limited ammo (which is more fuel than it is what is capable of compared to real life), and they cannot be overheated.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer and campaign, and is a collectible memento during the third single-player mission &amp;quot;Stronghold&amp;quot;. It is obsolete during the game's time period, as the improved [[Flammenwerfer 41]] is used as the standard flamethrower for German forces throughout the war.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''. Not a very good idea to hold the extremely hot barrel bare-handed, Daniels.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectible memento during the seventh single-player mission &amp;quot;Death Factory&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|600px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels discovers the flare pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
Several [[F-1 hand grenade]]s can be seen hanging on the &amp;quot;Russian Engineer&amp;quot; and &amp;quot;Russian Sailor&amp;quot; uniforms.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|185px|F-1 hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|600px|The F-1 attached to the belt of the &amp;quot;Russian Engineer&amp;quot; who wears a ''Budenovka'' hat.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, M1A1 Bangalores are used to blow up German barbed wire defenses.&lt;br /&gt;
[[File:Bangalore-Box-2.jpg|thumb|none|400px|Crate containing M1A1 Bangalore Torpedoes.]]&lt;br /&gt;
[[File:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day in yet another recreation of the Omaha Beach scene from ''[[Saving_Private_Ryan#M1A1_Bangalore_Torpedo|Saving Private Ryan]]''.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level (&amp;quot;Hill 493&amp;quot;), Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]]. These mines are depicted as anti-personnel in-game, rather than being anti-armor in real life.&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in-game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In single-player, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is used for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player character a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|185px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|600px|The smoke grenade in the selection menu. Note that white is not a color the M18 is available in; this should be an [[AN/M8 HC smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
[[File:CoDWWII-M18Mortar1.jpg|thumb|none|600px|The &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|185px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII-mills1.jpg|thumb|none|600px|The Mills in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|185px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|600px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|185px|Mk. V CN Gas Grenade]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|600px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on the &amp;quot;Danish Resistance&amp;quot; uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|185px|Model 23 Haanbombe]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|600px|The &amp;quot;Danish Resistance&amp;quot; uniform with two Haanbombes hanging from the belt. Note the M1923 helmet of the Royal Danish Army with the coat of arms on it.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
[[File:CoDWWII-StielhandgranateBox1.jpg|thumb|none|600px|Several correct modeled stick grenades in an ammunition box.]]&lt;br /&gt;
[[File:CoDWWII-StielhandgranateUniform1.jpg|thumb|none|600px|A Model 24 Stielhandgranate tucked into the belt of the &amp;quot;Polish Underground&amp;quot; Resistance fighter's uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]]s appears in the &amp;quot;The War Machine&amp;quot; DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|185px|Model 39 Eihandgranate]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|185px|No. 69 Mk. I]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|600px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|600px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the &amp;quot;French Legionnaire&amp;quot; uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|185px|OFX 37 with Mle. 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|600px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Pole Charge==&lt;br /&gt;
During the mission &amp;quot;Hill 493&amp;quot;, Daniels escorts Pvt. Parker who carries a pole charge to destroy a German bunker.&lt;br /&gt;
[[File:CoDWWII-PoleCharge1.jpg|thumb|none|600px|Pvt. Parker holds the pole charge.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the &amp;quot;Russian Engineer&amp;quot;, sailor, &amp;quot;Soviet Sapper&amp;quot;, and &amp;quot;Soviet Underground&amp;quot; uniforms in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|600px|Two RGDs hanging from the sailor's belt.]]&lt;br /&gt;
[[File:CoDWWII-RGD1.jpg|thumb|none|600px|The &amp;quot;Soviet Underground&amp;quot; with two RGDs.]]&lt;br /&gt;
[[File:CoDWWII-RGD2.jpg|thumb|none|600px|The &amp;quot;Soviet Sapper&amp;quot; with an RGD-33 between his right arm and his SN-42 body armor (&amp;quot;''Стальной нагрудник''&amp;quot;; Steel Bib).]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;S-Mine 44&amp;quot;. In-game, it takes the place of a soldier's grenades in multiplayer and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine1.jpg|thumb|none|600px|When equipping the S-Mine the player character pulls the safety pin.]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
[[Tellermine 42]] AT mines are seen on top of sticks, so called ''Rommelspargel'' (&amp;quot;Rommel's asparagus&amp;quot;), during the &amp;quot;D-Day&amp;quot; single-player mission and &amp;quot;Operation Neptune&amp;quot; in the multiplayer mode.&lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|300px|Tellermine 42]]&lt;br /&gt;
[[File:CoDWWII-ATMine1.jpg|thumb|none|600px|The Tellermine 42 seen in the &amp;quot;Operation Neptune&amp;quot; War mission. Note the low-detailed pressure cap and plate. The body is mislabeled with '''T Mi Pilz''' which indicates to the [[Tellermine 43]].]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2 cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in single-player, and usable in some scripted setpieces where one is used to engage enemy planes.&lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mmB]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|A Flak 38 mounted on the beach in the HQ.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a disabled ''Halbketten-Lkw'' Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:CoDWWII-FlaKFord1.jpg|thumb|600px|none|The right side of an intact Ford.]]&lt;br /&gt;
&lt;br /&gt;
==2 cm KwK 30==&lt;br /&gt;
Sd.Kfz. 231 armored cars on the multiplayer map &amp;quot;[[Anthropoid]]&amp;quot; are equipped with [[KwK 30]] autocannons.&lt;br /&gt;
[[File:KwK30mountedon222.jpg|thumb|none|450px|Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB]]&lt;br /&gt;
[[File:CoDWWII-KwK30-1.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==2-Inch Mk. VIII Mortar==&lt;br /&gt;
A 2-inch Mk. VIII Mortar is seen strapped to the backpacks of the &amp;quot;British Commando&amp;quot; paratrooper uniform in multiplayer.&lt;br /&gt;
[[File:CoDWWII-2inchMortar1.jpg|thumb|600px|none|The 2-inch Mk. VIII Mortar in-game.]]&lt;br /&gt;
&lt;br /&gt;
==20 mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5 cm PaK 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the single-player campaign and on multiplayer maps.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|Panzerabwehrkanone (PaK) 38 - 50x419mmR]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII pak38-2.jpg|thumb|none|600px|A &amp;quot;PaK 38&amp;quot; during the &amp;quot;Operation Cobra&amp;quot; mission in-game.]]&lt;br /&gt;
[[File:CoDWWII pak38-3.jpg|thumb|none|600px|A view of the breech.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)]]&lt;br /&gt;
[[File:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[File:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the single-player campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer1.jpg|thumb|none|600px|The kurzer Granatwerfer in the &amp;quot;Operation Cobra&amp;quot; mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-kurzerGranatwerfer3.jpg|thumb|none|600px|Two views of another Granatwerfer in the &amp;quot;Hill 493&amp;quot; level alongside with ''Wurfgranate'' 39 shells.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the single-player and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|Flugabwehrkanone (FlaK) 18 - 88x571mmR]]&lt;br /&gt;
[[File:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view shows the rear parts of the guns.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|A spent 8.8 cm shell is seen coming out of the breech.]]&lt;br /&gt;
&lt;br /&gt;
==12.8 cm Flak Zwilling 40==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;Flaktower&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:Flak-Zwilling40.jpg|thumb|none|250px|Flak-Zwilling 40 - 128x958mmR]]&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several [[15 cm Nebelwerfer 41|Nebelwerfer 41]] multiple rocket launches can be seen on the maps &amp;quot;Aachen&amp;quot; and &amp;quot;Carentan&amp;quot;.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|400px|Nebelwerfer 41 - 158 mm (6.22 inch)]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:CoDWWII-Nebelwerfer1.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the map &amp;quot;Carentan Winter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sIG 33==&lt;br /&gt;
German ''Panzerkampfwagen I Ausf B'' &amp;quot;Bison&amp;quot; self-propelled guns on the multiplayer map &amp;quot;Dunkirk&amp;quot; have mounted [[15 cm sIG 33]] guns.&lt;br /&gt;
[[File:sIG33.jpg|thumb|none|400px|15-cm-schweres Infanteriegeschütz (''sIG'') 33 - 149.1mm]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sFH 18==&lt;br /&gt;
Various [[15 cm schwere Feldhaubitze 18]] can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|Schwere Feldhaubitze 18 - 150mm]]&lt;br /&gt;
[[File:CoDww2 held 18 2.jpg|thumb|none|600px|Daniels encounters the first ''Feldhaubitze''.]]&lt;br /&gt;
[[File:CoDww2 held 18 1.jpg|thumb|none|600px|Taking a look at the third one.]]&lt;br /&gt;
[[File:CoDWWII-sFH1.jpg|thumb|none|600px|The disabled breech of one sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
German [[15 cm TbtsK C/36]] can be seen on multiplayer maps.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm TbtsK C/36 naval gun in a ''Regelbau'' M272 casemate at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
[[File:CoDww2-naval.jpg|thumb|none|600px|The Naval Gun in the HQ mounted in a ''Regelbau'' M272 casemate.]]&lt;br /&gt;
[[File:CoDWWII-TbtsK1.jpg|thumb|none|600px|One of the naval guns in the &amp;quot;Operation Neptune&amp;quot; war mission.]]&lt;br /&gt;
[[File:CoDWWII-TbtsK2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-TbtsK3.jpg|thumb|none|600px|The other one offers two views of the rear side.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;Aachen&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of ''[[Call_of_Duty:_Finest_Hour#155_mm_Gun_Motor_Carriage_M12|Call of Duty: Finest Hour]]'', &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
[[file:CoDWWII-M12GunMotorCarriage1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==80 cm Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The [[80 cm Kanone (E)|''Schwerer Gustav'']] railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|80 cm Kanone (E) - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk. VI on the &amp;quot;Gibraltar&amp;quot; map and on Crusader Mk. II tanks on the maps &amp;quot;Egypt&amp;quot; and &amp;quot;Excavation&amp;quot;.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|Besa Mark 2 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The Besa mounted on a Light Tank Mk. VI.]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
British BL 4.5-inch medium field guns are seen on the map &amp;quot;Egypt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the maps &amp;quot;Gibraltar&amp;quot; and &amp;quot;Dunkirk&amp;quot; (which is inspired of the movie scene of ''[[Atonement]]'' and of the [[Dunkirk (2017)|2017 movie]]).&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 - 40x311mmR]]&lt;br /&gt;
[[File:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[File:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Bofors as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II*==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with [[Browning AN/M2|Browning .303 Mk II*]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II* - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'', the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality, the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotely operated turret.]]&lt;br /&gt;
[[File:CoDWWII-BrowningAir1.jpg|thumb|none|600px|The muzzles of a shot down Thunderbolt on the map &amp;quot;Pointe du Hoc&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2|Browning M2HB heavy machine gun]]s can be seen in the singleplayer.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB .50 BMG in-vehicle mounting]]&lt;br /&gt;
[[File:CODWWII-BrowHB.jpg|thumb|none|600px|An American soldier carries a Browning HB during the cutscene of &amp;quot;Operation Cobra&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
In the single-player mission D-Day, Daniels' squad is tasked with destroying a French Canon de 155 Grande Puissance Filloux (GPF) used by the Germans. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. These guns are also present in ''[[Call of Duty 2]]'''s seventeenth level &amp;quot;The Battle of Pointe du Hoc&amp;quot;.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[File:CoDww2 gpf 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDww2 gpf 2.jpg|thumb|none|600px|The &amp;quot;GPF Cannon&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 tanks on the &amp;quot;Valkyrie&amp;quot; map have hull-mounted [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII-DT.jpg|thumb|none|600px|A mounted DT in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20x110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
The [[MG13]] machine gun is mounted on the Sd.Kfz. 231 armored cars.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Leichtes Maschinengewehr Modell Dreyse 13 - 7.92x57 Mauser]]&lt;br /&gt;
[[File:CODWWII-MG13-1.jpg|thumb|none|600px|A mounted MG 13 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG 34 mounted on a Panzer IV Ausf. F medium tank. These tanks have side-mounted ''Panzerschürzen'' shields to strengthen the armor against [[PTRS-41]] engagements.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Ordnance QF 6-pounder Anti-tank gun is the main armament of British Crusader Mk. III tanks which are seen on the multiplayer maps &amp;quot;Egypt&amp;quot; and &amp;quot;Excavation&amp;quot;.&lt;br /&gt;
[[File:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
&lt;br /&gt;
==QF 5.25-inch Mark I==&lt;br /&gt;
Several QF 5.25-inch Mark I naval guns are stationed on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:CoDWWII-GibraltarNavalGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-GibraltarNavalGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==RML 64-pounder 58 cwt==&lt;br /&gt;
The British RML 64-pounder 58 cwt cannons are seen on the map &amp;quot;Gibraltar&amp;quot;.&lt;br /&gt;
[[File:CoDww2 navalc.jpg|thumb|none|600px|The British cannon in-game.]]&lt;br /&gt;
[[File:CoDWWII-GibraltarCannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The turret-mounted Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A 19th to early 20th-century Swiss-style crossbow with a Schuetzen-style stock is available in multiplayer, weirdly classed as a launcher, which it most certainly is not (though it is technically correct since it launches arrows). The crossbow can be customized to fire explosive bolts or &amp;quot;fast bolts&amp;quot;, the latter improving the velocity of the fired bolt, and to top it all off, it can be customized to fire three bolts at once.&lt;br /&gt;
[[File:CoDWWII-crossbow.jpg|thumb|none|600px|The crossbow in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Self-Loading_Pistols&amp;diff=1638757</id>
		<title>Hot Dogs, Horseshoes &amp; Hand Grenades/Self-Loading Pistols</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Self-Loading_Pistols&amp;diff=1638757"/>
		<updated>2023-12-29T05:50:32Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Seburo M-5 */ Might have to come back for this one later; I think the lack of safety functionality is acknowledged and unintended. Anyway, I'll try to get these done before too long.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self-Loading Pistols=&lt;br /&gt;
Handguns in ''H3'' are split into eight categories, based on their method of operation: Automatic (i.e. self-loading), Revolver, Machine Pistol (most of which are here, though some are on the submachine gun sub-page; the distinction is largely arbitrary, as the term has no formalized definition), Breech Loading, Lever Action, Bolt Action (which are listed in the rifles/carbines page, as the category consists of sawn-off bolt-action rifles with the only exception being the [[Welrod|Welrod Mk IIA]]), Muzzle Loading, and Derringers. A small number of exceptions are categorized (presumably on the basis of caliber) with the anti-materiel rifles. This subpage covers the Automatic and Machine Pistol categories; the others are covered on the next two subpages.&lt;br /&gt;
&lt;br /&gt;
==AMT AutoMag II==&lt;br /&gt;
The [[AMT Automag Pistol Series#AMT Automag II|AMT AutoMag II]] was one of the two pistols added on Day 4 of the Meatmas 2022 advent calendar event.&lt;br /&gt;
[[File:AMTAutoMagIIShort.jpg|thumb|none|350px|AMT AutoMag II - .22 WMR]]&lt;br /&gt;
[[File:H3VR Automag Box.jpg|thumb|none|600px|Day 4 was a two-for-one special, both guns courtesy of AMT.]]&lt;br /&gt;
[[File:H3VR AMII Magazine.jpg|thumb|none|600px|Actually using them upon introduction begins with an all-too-familiar ritual: dumping all the ammo out of a magazine, spawn-locking it, and then (as shown here) reloading the same magazine - due to the method of their introduction (being added to this scene exclusively, and not actually put into the game's item database, in order to reduce update size), daily gifts' magazines can't be spawnlocked, so this is the best workaround available.]]&lt;br /&gt;
[[File:H3VR AMII Loading.jpg|thumb|none|600px|Loading the now-loaded magazine into the AutoMag II...]]&lt;br /&gt;
[[File:H3VR AMII Racking.jpg|thumb|none|600px|...before taking a round out of it again, and putting it into the chamber.]]&lt;br /&gt;
[[File:H3VR AMII Right.jpg|thumb|none|600px|Taking a close look at the AutoMag; the markings are authentic, reading &amp;quot;STAINLESS - MADE IN U.S.A.&amp;quot;, &amp;quot;PAT PENDING&amp;quot;, and &amp;quot;230488-8&amp;quot; (a serial number).]]&lt;br /&gt;
[[File:H3VR AMII Left.jpg|thumb|none|600px|The other side; here, the markings read &amp;quot;AUTOMAG II&amp;quot;, &amp;quot;22 RIMFIRE MAGNUM&amp;quot;, and &amp;quot;IRWINDALE, CA&amp;quot;, with AMT logos on the slide, frame, and both grips - this would raise copyright concerns if not for the fact that Arcadia Machine &amp;amp; Tool is no longer in business.]]&lt;br /&gt;
[[File:H3VR AMII Safety.jpg|thumb|none|600px|Flicking the safety, just for its own sake; this doubles a decocker, so re-readying the single-action pistol requires manually cocking the hammer.]]&lt;br /&gt;
[[File:H3VR AMII Aiming.jpg|thumb|none|600px|Doing so, and aiming at a steel plate; the AutoMag's sights are a simple notch-and-post setup, with both features being wide and easy to read.]]&lt;br /&gt;
[[File:H3VR AMII Firing.jpg|thumb|none|600px|Stripping some paint off the plate; a spent case, crushed rim and all, is just visible at the top of the shot. .22 Magnum may not be the most powerful round, but it's a fair bit snappier than people give it credit for.]]&lt;br /&gt;
[[File:H3VR AMII Locked.jpg|thumb|none|600px|8 more bare spots on the plate later, the AutoMag locks open. Note the visible magazine follower - being more recently-introduced guns, the AutoMags have modeled magazine springs and followers, and functional witness holes to go along with them.]]&lt;br /&gt;
&lt;br /&gt;
==AMT AutoMag V==&lt;br /&gt;
Accompanying the [[AMT Automag Pistol Series#AMT Automag II|AutoMag II]] above, the [[AMT Automag Pistol Series#AMT Automag V|AMT AutoMag V]] was also added on Day 4 of Meatmas 2022 advent calendar event.&lt;br /&gt;
[[File:AMTAutoMagV.jpg|thumb|none|350px|AMT AutoMag V - .50 Action Express]]&lt;br /&gt;
[[File:H3VR AMV Safety.jpg|thumb|none|600px|No sense in showing the same box twice, so let's just skip right to the gun itself. And yes, that's why the safety lever is slanted at the front - if it was flat-ended, the grip would get in the way of the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:H3VR AMV Left.jpg|thumb|none|600px|Disengaging the safety, and taking a closer look. The markings are broadly similar to its smaller sibling's, bar the obvious change in designation, and the lack of an AMT logo on the grip.]]&lt;br /&gt;
[[File:H3VR AMV Right.jpg|thumb|none|600px|The other side's markings are a bit more distinct - while they share the &amp;quot;STAINLESS - MADE IN U.S.A&amp;quot; line, the AutoMag V features a &amp;quot;WARNING / READ INSTRUCTIONS MANUAL / BEFORE HANDLING THIS FIREARM&amp;quot; marking, and lacks the &amp;quot;PAT PENDING&amp;quot;, presumably since it's not really anything new mechanically - if it looks like a rather thick [[M1911]], that's because it pretty much is.]]&lt;br /&gt;
[[File:H3VR AMV Loading.jpg|thumb|none|600px|Loading in a fresh magazine - in spite of their prodigious size, these only hold 5 rounds. Which does make sense, when you think about it - after all, being very big is .50 AE's whole schtick.]]&lt;br /&gt;
[[File:H3VR AMV Racking.jpg|thumb|none|600px|Chambering 20% of the magazine's contents. The ports in the barrel are visible here, as are the holes in the slide that line up with them; these serve to help tame the considerable recoil such a round produces.]]&lt;br /&gt;
[[File:H3VR AMV Aiming.jpg|thumb|none|600px|Taking aim at an unseen enemy; the two AutoMags share a similar sight setup. From this angle, it almost looks sensibly-sized - though the lack of visible hands, and thus any real sense of scale, probably helps in this regard.]]&lt;br /&gt;
[[File:H3VR AMV Firing.jpg|thumb|none|600px|Taking some potshots at considerably more visible threats; the .50 AE produces a considerable amount of noise, muzzle flash...]]&lt;br /&gt;
[[File:H3VR AMV Recoil.jpg|thumb|none|600px|...and, of course, recoil. One winces at the thought of this without the compensator cuts - or out of a lighter gun, for that matter.]]&lt;br /&gt;
[[File:H3VR AMV Ejecting.jpg|thumb|none|600px|Having run dry in remarkably short order, the empty magazine is promptly ejected. And then picked back up, because you only get two, and AutoMag V magazines can cost over $100.00 on the second-hand market.]]&lt;br /&gt;
&lt;br /&gt;
==ASP==&lt;br /&gt;
One of many small pistols added in the update, the much-requested [[ASP]] was implemented in Update #105's first experimental build.&lt;br /&gt;
[[File:ASP 9.jpg|thumb|none|350px|ASP - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR ASP Left.jpg|thumb|none|600px|Getting a good look at the ASP. Befitting its clandestine nature (and definitely not just for copyright reasons), this particular ASP has no markings except a serial number.]]&lt;br /&gt;
[[File:H3VR ASP Right.jpg|thumb|none|600px|The other side of the &amp;lt;s&amp;gt;Automatic for Sneaky People&amp;lt;/s&amp;gt;, showing off the distinctive clear Lexan (i.e. polycarbonate) grip panels. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Wait, that's not what &amp;quot;ASP&amp;quot; stands for? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;quot;Armament Systems Procedures&amp;quot;? Really? Lame.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR ASP Loading.jpg|thumb|none|600px|Loading in one of the ASP's proprietary magazines - like more or less every other part of the pistol, these are cut down from standard [[Smith &amp;amp; Wesson 39]] stock - barring the finger rest on the bottom, which is a wholly original part.]]&lt;br /&gt;
[[File:H3VR ASP Racking.jpg|thumb|none|600px|Chambering a round - not the easiest affair, given that the slide serrations have been milled off, but it's doable. At this stage, the first round has left the magazine; accordingly, the follower has moved up one position.]]&lt;br /&gt;
[[File:H3VR ASP Safety.jpg|thumb|none|600px|Flicking the safety (another shaved-down, smoothed-over part - the ASP was removing snag points before it was cool); this doubles as a decocker.]]&lt;br /&gt;
[[File:H3VR ASP Aiming.jpg|thumb|none|600px|Taking a close look at the sights. While many of the ASP's features were rather forward-thinking in the realm of subcompact 9mm concealed-carry pistols (of which it was one of the very first), some didn't quite catch on - the unique &amp;quot;guttersnipe&amp;quot; rear sight, for example, remained unique to this pistol. The idea is that the black-painted edges of the rear sight help the user point it straight forward quickly, without having a front sight to lose track of or snag on clothing; some versions had nothing but the gutter, while others (like this one) had a pair of white dots on the back and a white square at the front for extra contrast at the cost of visibility. It's not the most precise system either way, but it's plenty sufficient for the close-in, quick-draw engagements it was meant for.]]&lt;br /&gt;
[[File:H3VR ASP Firing.jpg|thumb|none|600px|Firing; befitting of its name, the ASP has a bite far deadlier than its size would imply. And, given its intended market, it may have been involved in the demise of a monarch or two.]]&lt;br /&gt;
[[File:H3VR ASP Removing.jpg|thumb|none|600px|Performing a quick reload - even if it's empty, you're better off not dropping these mags on the floor. It cuts down on the available evidence - plus, proprietary mags for a pistol that hasn't been produced since the eighties (and wasn't ever made in terribly large numbers to begin with) aren't exactly cheap.]]&lt;br /&gt;
[[File:H3VR ASP Suppressor.jpg|thumb|none|600px|Of course, what's a sneaky little pistol without a suppressor to stick on it? This small Maxim can isn't exactly the most reasonable option, but it's hard to deny it looks neat. (Also note the bobbed hammer, here in its cocked state. And don't note the half-empty magazine - asking too many questions about where those bullets went is an excellent way to be the next answer.)]]&lt;br /&gt;
[[File:H3VR ASP Suppressed.jpg|thumb|none|600px|Speaking of things you shouldn't ask questions about, try not to think too hard about how the suppressor's actually attached. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;No, seriously. Don't think about it. The chip they put in your head will explode if you do.]]&lt;br /&gt;
&lt;br /&gt;
==Bayard Model 1908==&lt;br /&gt;
The [[Bayard Model 1908]] was added on Meatmas Day 2022, thus marking the diminutive pistol's first known video game appearance.&lt;br /&gt;
[[File:Bayard 1908 Pocket.jpg|thumb|none|350px|Bayard Model 1908 - .32 ACP]]&lt;br /&gt;
[[File:H3VR Bayard Box.jpg|thumb|none|600px|Opening the Meatmas tree's smallest box to reveal an even smaller gun. Granted, that's how all things in boxes work, but still.]]&lt;br /&gt;
[[File:H3VR Bayard Right.jpg|thumb|none|600px|Taking a (much) closer look at the Bayard. The grips are molded with the name &amp;quot;BAYARD&amp;quot;, the slide and frame both bear the serial number (54371), and the front of both also bear some &amp;lt;s&amp;gt;ancient arcane runes&amp;lt;/s&amp;gt; remarkably accurate proof marks. Yes, [[Media:Bayard 1908 7,65 mm.jpg|even the fish]].]]&lt;br /&gt;
[[File:H3VR Bayard Left.jpg|thumb|none|600px|The other side, which bears more admirably-authentic markings - &amp;quot;CAL 7.65 MODELE DEPOSE&amp;quot; on the slide, &amp;quot;ANCIENS ETABLISSEMENTS PIEPER&amp;quot; and &amp;quot;HERSTAL - BELGIUM&amp;quot; on the frame, with a Bayard logo just above the grip (also molded with &amp;quot;BAYARD&amp;quot;), and &amp;quot;SER&amp;quot; by the safety.]]&lt;br /&gt;
[[File:H3VR Bayard Safety.jpg|thumb|none|600px|Speaking of which, here's what the safety looks like when it isn't engaged. Doing this reveals one final marking - &amp;quot;FEU&amp;quot;, or &amp;quot;FIRE&amp;quot;, revealed when the gun is ready to do so.]]&lt;br /&gt;
[[File:H3VR Bayard Loading.jpg|thumb|none|600px|Or rather, when it's able to - making it ready involves a couple extra steps, starting with this magazine here. Despite what its proportions might suggest, the Bayard isn't just another dinky little European pocket .25 - it's in .32 instead, giving it a whopping 5-round capacity. What's more, some were actually made in .380, a caliber which absolutely can not be pleasant out of a gun this small.]]&lt;br /&gt;
[[File:H3VR Bayard Racking.jpg|thumb|none|600px|Racking the somewhat unusually laid-out slide to chamber one such round; the shape of the slide's serrations (triangular-cut, rather than square-cut), coupled with the style of the grip panels (attached via two screws - one at the top and one at the bottom - instead of just one in the middle) pegs this as a second-variation Bayard.]]&lt;br /&gt;
[[File:H3VR Bayard Aiming.jpg|thumb|none|600px|Taking aim at nothing in particular with the aid of the Bayard's rather diminutive sights.]]&lt;br /&gt;
[[File:H3VR Bayard Firing.jpg|thumb|none|600px|Letting a round fly - .32 ACP isn't a terribly potent round, but when you're firing it from a gun this tiny, it's quite snappy. Also note that this is the first entry on the page to feature the post-Update #107 re-modeled cartridges, complete with new textures and (as seen here) properly-modeled primer strikes.]]&lt;br /&gt;
[[File:H3VR Bayard Removing.jpg|thumb|none|600px|A mere handful of such shots later, the Bayard runs empty. And does not, unlike its misbehaving pre-107 incarnation, lock open.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS (Grammaton Cleric pistol)==&lt;br /&gt;
Replicas of the Grammaton Clerics' modified [[Beretta 92FS]] pistols from the movie ''[[Equilibrium]]'' are available in-game, having been added through Update #37. The Grammaton Cleric comes in full-auto, and boasts the same interesting muzzle flash as the movie gun.&lt;br /&gt;
[[File:Screen used equilibrium gun 05.jpg|thumb|none|350px|Screen-used rubber stunt gun. Note that this weapon lacks the selector switch of the detailed Hero gun.]]&lt;br /&gt;
[[File:H3VR M9 Cleric.jpg|thumb|none|600px|While having fun in the gun-fu range, we get a good look at the Cleric model.]]&lt;br /&gt;
[[File:H3VR M9 Cleric Loading.jpg|thumb|none|600px|Of course, seeing as two is one and one is none, a second pistol must also be loaded.]]&lt;br /&gt;
[[File:H3VR M9 Cleric Cocking.jpg|thumb|none|600px|And cocked.]]&lt;br /&gt;
[[File:H3VR M9 Cleric Firing.jpg|thumb|none|600px|With that sorted, it's time to unleash some completely emotionless fury on the walls of the room. Note the shape of the muzzle flashes.]]&lt;br /&gt;
[[File:H3VR M9 Cleric Kata.jpg|thumb|none|600px|Practicing some Gun Kata, in the &amp;quot;Cleric Battle&amp;quot; MEATS mode.]]&lt;br /&gt;
[[File:H3VR M9 Cleric New Left.jpg|thumb|none|600px|With the release of Update #99's first alpha and its fresh Beretta models, the Clerics were given a makeover as well.]]&lt;br /&gt;
[[File:H3VR M9 Cleric New Trigger.jpg|thumb|none|600px|These are based on the update's M9 model; as such, they include all the newer features, like moving magazine releases and (as shown here) functional trigger bars.]]&lt;br /&gt;
[[File:H3VR M9 Cleric New Loading.jpg|thumb|none|600px|Since the movie's weighted-base extended mags are sadly unavailable, you'll just have to make due with regular Beretta mags. The [[Beretta Cx4 Storm|Cx4]]'s 30-rounders are a good choice for maximum spraying with minimal reloading.]]&lt;br /&gt;
[[File:H3VR M9 Cleric New Racking.jpg|thumb|none|600px|Racking the slide on the left-hand gun; rest assured, the right-hand one got the same treatment.]]&lt;br /&gt;
[[File:H3VR M9 Cleric New Firing.jpg|thumb|none|600px|The models may be new, but the goal's the same: spray in random directions, and hope the flashy muzzle flashes distract everyone from the fact that you clearly have no idea what you're doing.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
The [[Beretta 92FS Inox]] was added in Alpha 1 of Update #99, as part of the 92-series refresh update.&lt;br /&gt;
[[File:USAMade92FSInox.jpg|thumb|none|350px|Beretta 92FS Inox (US-produced) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Inox Left.jpg|thumb|none|600px|Taking a look at the 92FS Inox on a nice sunny day.]]&lt;br /&gt;
[[File:H3VR Inox Right.jpg|thumb|none|600px|It's smooth, clean, and pristine - one might even call it &amp;quot;stainless&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Inox Loading.jpg|thumb|none|600px|Loading in magazine, in the hopes of scaring off any residual lame puns before they rear their respective heads.]]&lt;br /&gt;
[[File:H3VR Inox Racking.jpg|thumb|none|600px|''&amp;quot;Well, if you don't want us to rear our heads, I guess we'll just have to face them right towards y- alright, alright, I get it! Watch where you're pointing that thing, jeez...&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Inox Barrel.jpg|thumb|none|600px|Without any of those left to cause problems, plenty of time is available to appreciate the smaller things - like, for example, how the updated Berettas' barrels actually move backward ever so slightly when the slide is retracted (note that the muzzle is now nearly flush with the end of the guide rod, compared to where it was previously).]]&lt;br /&gt;
[[File:H3VR Inox Safety.jpg|thumb|none|600px|Engaging the safety to de-cock the hammer; this was a feature before this particular alpha, but it's still nice to see.]]&lt;br /&gt;
[[File:H3VR Inox Tracers.jpg|thumb|none|600px|Suddenly remembering what this gun is - a 92FS, and an Inox at that. To use it sensibly would be dishonoring the decades of over-the-top action movies that led to this point. Dual-wielding them, with 20-round [[Beretta 93R|93R]] mags loaded with tracers, on the other hand?]]&lt;br /&gt;
[[File:H3VR Inox Dual.jpg|thumb|none|600px|Now, that sounds like a proper way to use them.]]&lt;br /&gt;
[[File:H3VR Inox Aiming.jpg|thumb|none|600px|Looking through the pistol's sights; they're a typical 3-dot setup, with white rear dots and a red front one for faster acquisition. Still, holding two of them does make getting a proper sight picture with both a bit trickier.]]&lt;br /&gt;
[[File:H3VR Inox Firing.jpg|thumb|none|600px|Then again, if you're holding two Inoxes, that's not really the point, is it?]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] was added on day 7 of the Meatmas 2020 Advent Calendar event. It is cross-compatible with all Beretta magazines (including the extended Cx4 magazines), and comes with a detachable shoulder stock.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR 93R Box.jpg|thumb|none|600px|The 93R in its gift box, complete with a no-longer-relevant warning about how new Meatmas gifts don't have duplicatable magazines.]]&lt;br /&gt;
[[File:H3VR 93R Left.jpg|thumb|none|600px|Examining the machine pistol. It's an excellent model, especially considering how many games are content to use a modified 92 instead of a proper 93R.]]&lt;br /&gt;
[[File:H3VR 93R Loading.jpg|thumb|none|600px|Loading in one of the 93R's special 20-round magazines - as mentioned, these are cross-compatible with other 9x19mm Berettas, allowing for a nice capacity upgrade to guns like the M9A1 and Px4, or for the 93R to be given a rather underwhelming 15-rounder.]]&lt;br /&gt;
[[File:H3VR 93R Right.jpg|thumb|none|600px|Flipping the pistol over...]]&lt;br /&gt;
[[File:H3VR 93R Racking.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
[[File:H3VR 93R Aiming.jpg|thumb|none|600px|Stepping outside the bunker, and taking aim at a nearby Swarm drone.]]&lt;br /&gt;
[[File:H3VR 93R Firing.jpg|thumb|none|600px|Firing; even while holding the integrated foregrip, the 93R is still a bit jumpy.]]&lt;br /&gt;
[[File:H3VR 93R Burst.jpg|thumb|none|600px|Of course, semi-auto isn't why you use a 93R; flipping the giggle-switch over to three-round burst will put you where you want to be.]]&lt;br /&gt;
[[File:H3VR 93R Attaching.jpg|thumb|none|600px|The included shoulder stock is also probably a good idea, unless you want your second and third shots to serve no purpose beyond perforating your enemies' hats.]]&lt;br /&gt;
[[File:H3VR 93R Spraying.jpg|thumb|none|600px|If that's not your goal, then actually using the stock and foregrip is also recommended, as not shown here.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Auto 9&amp;quot;===&lt;br /&gt;
The [[Beretta 93R Auto 9]] was added on Meatmas Day 2020. It is largely identical to the standard 93R gameplay-wise, save for its slightly better recoil control and muzzle velocity (owing to the longer, compensated barrel), its lack of a foregrip, and its fire mode - 4-round bursts instead of the standard version's 3.&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR M93RA9 Gift.JPG|thumb|none|600px|As with H3's many other movie guns, the Auto-9 is given the more copyright-friendly &amp;quot;M93RA9.&amp;quot; Fitting, under the circumstances.]]&lt;br /&gt;
[[File:H3VR M93RA9 Left.JPG|thumb|none|600px|The Beretta pistol underneath is still recognizable, but all the extra bits give this pistol a very distinct profile.]]&lt;br /&gt;
[[File:H3VR M93RA9 Right.JPG|thumb|none|600px|The flared irons and barrel weight, in particular, give this pistol an air of... ''justice.'']]&lt;br /&gt;
[[File:H3VR M93RA9 Mag.JPG|thumb|none|600px|The Auto 9 can take any Beretta magazine, though comes with the 20 round 93R mag by default.]]&lt;br /&gt;
[[File:H3VR M93RA9 Slide.JPG|thumb|none|600px|Chambering some 9x19mm rounds, and the weapon is hot.]]&lt;br /&gt;
[[File:H3VR M93RA9 FireSelector.JPG|thumb|none|600px|Fire selector on the Auto 9 is exactly the same as it is on the 93R.]]&lt;br /&gt;
[[File:H3VR M93RA9 FireSelectorAuto.JPG|thumb|none|600px|Of course we had to set it to three round burst, you cannot fire the Auto-9 on anything other than three round burst. That's what [[Robocop|Directive #5]] says, anyway.]]&lt;br /&gt;
[[File:H3VR M93RA9 Aim.JPG|thumb|none|600px|&amp;quot;Your move, creep.&amp;quot;]]&lt;br /&gt;
[[File:H3VR M93RA9 Fire.JPG|thumb|none|600px|Even without the foregrip and stock, the heavy barrel weight keeps recoil somewhat manageable.]]&lt;br /&gt;
[[File:H3VR M93RA9 Empty.JPG|thumb|none|600px|&amp;quot;My friends call me Murphy. You call me... ''Sosigcop.''&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 950BS Jetfire==&lt;br /&gt;
The [[Beretta 950BS Jetfire]] is one of the available firearms in-game, having been added through the first Meatmas update. 2 versions are available - a standard blued model with black plastic grips, and a gold-plated model with mother-of-pearl grips.&lt;br /&gt;
[[File:Beretta950BSJetfire.jpg|thumb|none|350px|Beretta 950BS Jetfire - .25 ACP]]&lt;br /&gt;
[[File:H3VR Jetfire.jpg|thumb|none|600px|Behold, a downright diminutive Italian handgun. Well, it isn't called a &amp;quot;pocket pistol&amp;quot; for nothing...]]&lt;br /&gt;
[[File:H3VR Jetfire Scale.jpg|thumb|none|600px|Using an [[M1911A1]] for comparison really gives one an idea of just how small the Jetfire actually is.]]&lt;br /&gt;
[[File:H3VR Jetfire Barrel.jpg|thumb|none|600px|A nice touch, the barrel can be popped up for loading, just like on the real weapon.]]&lt;br /&gt;
[[File:H3VR Jetfire Bore.jpg|thumb|none|600px|A look down the barrel reveals that the weapon's bore is fully modeled, rather than being solid with a drawn-on hole at either end like in many games.]]&lt;br /&gt;
[[File:H3VR Jetfire Barrel Loading.jpg|thumb|none|600px|Loading a single .25 ACP round into the barrel...]]&lt;br /&gt;
[[File:H3VR Jetfire Loading.jpg|thumb|none|600px|...and a magazine with 8 more into the magazine well.]]&lt;br /&gt;
[[File:H3VR Jetfire Gold.jpg|thumb|none|600px|Of course, what is a tiny pocket pistol without a gold-plated version?]]&lt;br /&gt;
[[File:H3VR Jetfire Gold Loading.jpg|thumb|none|600px|And what is a gold-plated pocket pistol without a matching golden magazine?]]&lt;br /&gt;
[[File:H3VR Jetfire Gold Cocking.jpg|thumb|none|600px|Seeing as manual chamber-loading is for peasants, the only proper high-class way to use the Jetfire is to chamber rounds by racking the slide.]]&lt;br /&gt;
[[File:H3VR Jetfire Gold Aiming.jpg|thumb|none|600px|Aiming the golden Jetfire, which isn't easy considering the size of the sights. The fact that you're probably looking down your nose at your target doesn't help either.]]&lt;br /&gt;
[[File:H3VR Jetfire Gold Firing.jpg|thumb|none|600px|Firing a .25 round at the &amp;lt;s&amp;gt;lowly commoner&amp;lt;/s&amp;gt; paper target ahead.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M1951==&lt;br /&gt;
The [[Beretta M1951]] was added in Update #105 Experimental Build 1; however, the weapon was only available through random drops like in Take and Hold until the update's third experimental build, when it was added into the item spawner.&lt;br /&gt;
[[File:Beretta 951.jpg|thumb|none|350px|Beretta M1951 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR 1951 Left.jpg|thumb|none|600px|Taking a gander at the M1951; the location of this screenshot should tell you everything you need to know about when it was taken.]]&lt;br /&gt;
[[File:H3VR 1951 Right.jpg|thumb|none|600px|The 1951's aesthetics are interesting, to say the least - it fits nicely into the lineage, being a logical stepping-stone between the [[Beretta M1923|smaller]] [[Beretta M1934|pistols]] that preceded it, and the better-known [[Beretta 92|92]] that would follow, though it's a fine gun in its own right as well.]]&lt;br /&gt;
[[File:H3VR 1951 Loading.jpg|thumb|none|600px|Accordingly, it retains some features of the earlier Berettas, like the single-stack magazine (holding 8 rounds, in this case)...]]&lt;br /&gt;
[[File:H3VR 1951 Racking.jpg|thumb|none|600px|...while also moving forward in other areas - being the first Beretta pistol chambered in 9x19mm Parabellum, the M1951 is also the first to adopt a [[Walther P38|P38]]-derived recoil-operated system in lieu of the previous guns' simple blowback.]]&lt;br /&gt;
[[File:H3VR 1951 Safety.jpg|thumb|none|600px|Unique to the 1951 is this particular style of safety, a simple crossbolt design - relatively common in shotguns, slightly less so in rifles, and rather unusual in a handgun.]]&lt;br /&gt;
[[File:H3VR 1951 Safe.jpg|thumb|none|600px|Even more unusually, it also acts as a decocker, like the safety levers on the later 92 series; unlike the 92s, however, the M1951 is single-action only, so the hammer has to be cocked afterwards in order to fire the gun.]]&lt;br /&gt;
[[File:H3VR 1951 Aiming.jpg|thumb|none|600px|Having done so, the next area of focus is up top; befitting of its era, the 1951's sights are better than most of the wartime pistols that came before it, but still not what we'd consider &amp;quot;modern&amp;quot; nowadays.]]&lt;br /&gt;
[[File:H3VR 1951 Firing.jpg|thumb|none|600px|Recoil's about what you'd expect, not much to write home about.]]&lt;br /&gt;
[[File:H3VR 1951 Locked.jpg|thumb|none|600px|Upon firing the last shot, the pistol locks open - by the 1950s, this was pretty much standard.]]&lt;br /&gt;
[[File:H3VR 1951 Ejecting.jpg|thumb|none|600px|Dramatically dumping out the magazine, courtesy of the 1951's somewhat unusual low-mounted button release; it could probably be hit one-handed like this (wrapping the right pinky around and pushing the button in), but it'd be a rather awkward affair. Better than a true heel release, though.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The original military-issue [[Beretta M9]] was added in Alpha 1 of Update #99, as part of the update's M9 series refresh. The main distinguishing feature between the M9 and the previously-added M9A1 is the former's lack of an under-barrel rail; the M9A1 also has slightly different grip serrations, though this has no impact on gameplay.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR M9 Left.jpg|thumb|none|600px|Having finally installed the HD pack, an earlier version of &amp;quot;Welldone Freemeat&amp;quot; inspects his pilfered M9.]]&lt;br /&gt;
[[File:H3VR M9 Right.jpg|thumb|none|600px|At least, we're assuming it's an M9 - the only real distinction between an M9 and a civilian 92FS is in the markings, and the in-game model has exactly zero of them.]]&lt;br /&gt;
[[File:H3VR M9 Trigger.jpg|thumb|none|600px|On the plus side, the trigger works as intended - not only does it properly cock the hammer in DA mode (a feature that'd been in the game since Update #52), it properly moves back when the hammer is cocked (a feature added to all the DA/SA handguns in the same update), and the trigger bar moves as well (a feature added to this particular update's Berettas).]]&lt;br /&gt;
[[File:H3VR M9 Loading.jpg|thumb|none|600px|Loading in a fresh, witness-holed magazine. Left-handed, 'cause why not?]]&lt;br /&gt;
[[File:H3VR M9 Racking.jpg|thumb|none|600px|Racking the slide, and (as a right-hander) very quickly discovering why not.]]&lt;br /&gt;
[[File:H3VR M9 Aiming.jpg|thumb|none|600px|Stepping out of the supply room, first-game Freemeat quickly discovers something that, in his humble opinion, aught not to exist on this planet. Or anywhere near it, for that matter.]]&lt;br /&gt;
[[File:H3VR M9 Firing.jpg|thumb|none|600px|Deciding to be the change he wishes to see in the world, Welldone politely asks the abomination to leave.]]&lt;br /&gt;
[[File:H3VR M9 Locked.jpg|thumb|none|600px|15 requests later, Freemeat decides that it'd be easier if he was the one who left the planet instead.]]&lt;br /&gt;
[[File:H3VR M9 Ejecting.jpg|thumb|none|600px|Performing a quick mag-change, Freemeat remembers that he still has his magical time-traveling 17-round magazines that wouldn't come out for another 5 years.]]&lt;br /&gt;
[[File:H3VR M9 Release.jpg|thumb|none|600px|He then immediately pops it back out, showing off another feature of the freshly-added Beretta models: functional magazines releases. The future really is now, isn't it?]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
The [[Beretta M9A1]] is one of the 4 pistols added in Update #5. Upon its introduction, it was permanently fitted with a suppressor; this was removed in favor of a threaded barrel in Update #20 (which introduced detachable suppressors to the game). The first alpha of Update #99 replaced the model with a fresh one, to bring it into line with the other Beretta 92 variants.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR M9A1 Suppressed.jpg|thumb|none|600px|Sometimes you want to save your hearing, so use a suppressed M9A1.]]&lt;br /&gt;
[[File:H3VR M9A1 Left.jpg|thumb|none|600px|And sometimes you really don't give a damn, so you take the suppressor off.]]&lt;br /&gt;
[[File:H3VR M9A1 Right.jpg|thumb|none|600px|Sometimes you feel like admiring both sides of your pistol, even though they're nearly identical.]]&lt;br /&gt;
[[File:H3VR M9A1 Loading.jpg|thumb|none|600px|Sometimes you load the pistol.]]&lt;br /&gt;
[[File:H3VR M9A1 Racking.jpg|thumb|none|600px|And sometimes you even chamber it.]]&lt;br /&gt;
[[File:H3VR M9A1 Aiming.jpg|thumb|none|600px|Sometimes you line the sights up properly. (This isn't one of those times).]]&lt;br /&gt;
[[File:H3VR M9A1 Firing.jpg|thumb|none|600px|And sometimes, every once in a while, you actually fire your M9A1.]]&lt;br /&gt;
[[File:H3VR M9A1 Suppressor.jpg|thumb|none|600px|Sometimes you sheepishly admit your mistake, and put the suppressor back on.]]&lt;br /&gt;
[[File:H3VR M9A1 Aiming Suppressed.jpg|thumb|none|600px|Sometimes you then realize that you maybe should've picked a smaller suppressor.]]&lt;br /&gt;
[[File:H3VR M9A1 Falling.jpg|thumb|none|600px|And sometimes you remember that ''H3'' actually requires you to screw the suppressor onto the barrel, instead of just sticking it there.]]&lt;br /&gt;
[[File:H3VR M9A1 Texture.jpg|thumb|none|600px|Sometimes you check in after a whole slew of subsequent updates, only to find that the M9A1's gotten a newer, cleaner-looking texture...]]&lt;br /&gt;
[[File:H3VR M9A1 Texture Loading.jpg|thumb|none|600px|...along with a substantially grayer magazine.]]&lt;br /&gt;
[[File:H3VR M9A1 New Left.jpg|thumb|none|600px|Sometimes you get a new model entirely, and go back to where it all started to take a look.]]&lt;br /&gt;
[[File:H3VR M9A1 New Loading.jpg|thumb|none|600px|Sometimes the magazine stops being gray again.]]&lt;br /&gt;
[[File:H3VR M9A1 New Suppressor.jpg|thumb|none|600px|And sometimes, once in a while, you put that original suppressor back on, just for old times' sakes.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
Update #52 added a [[Beretta M9A3]] to the game, complete with its own unique (yet interchangeable) 17-round magazines. As with the other Beretta 92 variants, it received a new model in Update #99's first alpha.&lt;br /&gt;
[[File:BerettaM9A3.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR M9A3 Loading.jpg|thumb|none|600px|Loading the M9A3 with a 17-round magazine, complete with matching-colored baseplate...]]&lt;br /&gt;
[[File:H3VR M9A3 Racking.jpg|thumb|none|600px|...and racking the slide.]]&lt;br /&gt;
[[File:H3VR M9A3.jpg|thumb|none|600px|Admiring the Beretta's light-brown finish.]]&lt;br /&gt;
[[File:H3VR M9A3 Aiming.jpg|thumb|none|600px|A look at the M9A3's iron sights; as with many of the game's pistols, these are of the 3-dot variety.]]&lt;br /&gt;
[[File:H3VR M9A3 Firing.jpg|thumb|none|600px|Firing off a shot.]]&lt;br /&gt;
[[File:H3VR M9A3 New Left.jpg|thumb|none|600px|Looking over the new M9A3 in the Proving Grounds' miniature combat arena.]]&lt;br /&gt;
[[File:H3VR M9A3 New Right.jpg|thumb|none|600px|It's the same, but different.]]&lt;br /&gt;
[[File:H3VR M9A3 New Magazine.jpg|thumb|none|600px|Pausing to take a look at one of the M9A3's 17-round magazines. The new Berettas came with their own magazines, which notably feature modeled witness holes. Being a 17-rounder, the placement of this magazine's bottom witness hole is... interesting.]]&lt;br /&gt;
[[File:H3VR M9A3 New Loading.jpg|thumb|none|600px|Pressing &amp;quot;play&amp;quot;, and resuming the process of loading the pistol.]]&lt;br /&gt;
[[File:H3VR M9A3 New Racking.jpg|thumb|none|600px|Which is, of course, naturally followed by a quick rack of the slide to chamber a round.]]&lt;br /&gt;
[[File:H3VR M9A3 New Aiming.jpg|thumb|none|600px|A few button presses later, and combat is underway. The M9A3's 3-dot sights are typical fare for the series, so an underbarrel flashlight and a knife held in the off-hand have been added to make this shot more interesting.]]&lt;br /&gt;
[[File:H3VR M9A3 New Firing.jpg|thumb|none|600px|Executing a downed Sosig with a quick shot to the head.]]&lt;br /&gt;
[[File:H3VR M9A3 New Ejecting.jpg|thumb|none|600px|16 headshots later, the gun's empty; this, of course, leaves a perfect opportunity for a tacticool mag flip reload. Don't mind the red line coming off the back of the slide; that's just a conveniently-placed enemy tracer.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] is one of the available firearms in-game. It was added in Update #20, and is correctly able to share magazines with the earlier [[Beretta M9A1|M9A1]], the concurrently-added [[Beretta Cx4 Storm|Cx4]], and the later-added [[Beretta Mx4 Storm|Mx4]].&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR PX4 Loading.jpg|thumb|none|600px|A little time at the range, and some fresh rounds for the Px4.]]&lt;br /&gt;
[[File:H3VR PX4 Racking.jpg|thumb|none|600px|What a perfect way to spend an afternoon.]]&lt;br /&gt;
[[File:H3VR PX4.jpg|thumb|none|600px|Pausing to admire the Px4, and to note its (exceedingly shiny) protruding threaded barrel.]]&lt;br /&gt;
[[File:H3VR PX4 Aiming.jpg|thumb|none|600px|Aiming the Px4, which is complicated somewhat by the controller's outline getting in the way.]]&lt;br /&gt;
[[File:H3VR PX4 Firing.jpg|thumb|none|600px|Still, you can make do. However, if you're that particular about aiming...]]&lt;br /&gt;
[[File:H3VR PX4 Modded.jpg|thumb|none|600px|...you can always just do this.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann M1901 &amp;quot;Simplex&amp;quot;==&lt;br /&gt;
The Wurstwurld update brought along a [[Bergmann Simplex]] pocket pistol, among many other things. Of note is that this is the first ever appearance of this variant of the weapon in a video game, and only the second documented appearance of it in any form of media, the first being in ''[[Mystic Archives of Dantalian, The|The Mystic Archives of Dantalian]]''.&lt;br /&gt;
[[File:Bergmann1901.jpg|thumb|none|350px|Bergmann M1901 &amp;quot;Simplex&amp;quot; - 8x18mm Simplex]]&lt;br /&gt;
[[File:H3VR Simplex.jpg|thumb|none|600px|Admiring the Simplex in the heat of the desert sun.]]&lt;br /&gt;
[[File:H3VR Simplex Loading.jpg|thumb|none|600px|Loading in a magazine, which contains 8 rounds of proprietary (and rather anemic) 8x18mm ammunition; this doesn't exactly add up to a whole lot of firepower.]]&lt;br /&gt;
[[File:H3VR Simplex Cocking.jpg|thumb|none|600px|Chambering the first of these 8 rounds with a quick tug of the bolt.]]&lt;br /&gt;
[[File:H3VR Simplex Aiming.jpg|thumb|none|600px|Aiming the pistol. Small gun, small sights.]]&lt;br /&gt;
[[File:H3VR Simplex Firing.jpg|thumb|none|600px|Firing. In spite of the small cartridge, it's still perfectly capable of blowing a jug to pieces. An ejected casing can just barely be seen to the upper-right.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann No. 5==&lt;br /&gt;
Added in the sixth alpha build of Update #85, ''H3'' expands its list of first-time-in-a-video-game Bergmann pistols with the [[Bergmann_Pistols#Bergmann_1897|No. 5]], an 1897-vintage, full-sized semiautomatic. Two variants are available - a standard pistol and a long-barreled carbine - both of which are compatible with a concurrently-added attachable stock (or any of the game's other pistol-stocks, for that matter).&lt;br /&gt;
[[File:Bergmann No5.jpg|thumb|none|350px|Bergmann No. 5 - 7.8x25mm Bergmann]]&lt;br /&gt;
[[File:H3VR Bergmann Right.jpg|thumb|none|600px|Ladies and gentlemen.]]&lt;br /&gt;
[[File:H3VR Bergmann Side.jpg|thumb|none|600px|This is Bergmann Number Five.]]&lt;br /&gt;
[[File:H3VR Bergmann Safety.jpg|thumb|none|600px|Now that that's stuck in your head, here's a shot of what the safety looks like when it's not engaged.]]&lt;br /&gt;
[[File:H3VR Bergmann Loading.jpg|thumb|none|600px|Loading in a 10-round magazine of 7.63x25mm Mauser ammo. The real deal used 7.8x25mm Bergmann, a proprietary round which was nearly identical in every way save for a longer neck; as such, using 7.63 Mauser in one is theoretically possible, but probably not a very good idea (not leastly because of just how rare these Bergmanns are).]]&lt;br /&gt;
[[File:H3VR Bergmann Racking.jpg|thumb|none|600px|Chambering a round anyway, and hoping for the best.]]&lt;br /&gt;
[[File:H3VR Bergmann Aiming.jpg|thumb|none|600px|Aiming at a wall...]]&lt;br /&gt;
[[File:H3VR Bergmann Firing.jpg|thumb|none|600px|...for no reason at all.]]&lt;br /&gt;
[[File:H3VR Bergmann Empty.jpg|thumb|none|600px|Lacking a hold-open feature of any sort, the only real way to know when the Bergmann is empty is to attempt to fire it, and be met with the soft ''click'' of the hammer dropping on an empty chamber.]]&lt;br /&gt;
[[File:H3VR Bergmann Ejecting.jpg|thumb|none|600px|On the plus side, the magazines do have witness holes that line up with the holes in the magwell, so you can at least tell when you're running low.]]&lt;br /&gt;
[[File:H3VR Bergmann 20.jpg|thumb|none|600px|And, for those who don't want to do so often, 20-round magazines are also available.]]&lt;br /&gt;
[[File:H3VR Bergmann Attacking.jpg|thumb|none|600px|Blasting a Weinerbot with the Bergmann; while largely replaced with the newer, more dynamic Sosig agents, these older enemies can still be spawned in some scenes, the Arena Prototype among them.]]&lt;br /&gt;
[[File:Bergmann 5 Long.jpg|thumb|none|350px|Bergmann No. 5 carbine - 7.8x25mm Bergmann]]&lt;br /&gt;
[[File:H3VR Bergmann Carbine Left.jpg|thumb|none|600px|Yes, this is, in fact, a thing. Was, is, and will be until further notice.]]&lt;br /&gt;
[[File:H3VR Bergmann Carbine Aiming.jpg|thumb|none|600px|Aiming the stretched-out No. 5; extending the barrel has the side-effect of pushing the front sight out further, making it seem narrower (and thus often harder to acquire).]]&lt;br /&gt;
[[File:H3VR Bergmann Carbine Firing.jpg|thumb|none|600px|Though, of course, there are far more significant reasons why this thing isn't very practical.]]&lt;br /&gt;
[[File:Bergmann 5 Carbine.jpg|thumb|none|450px|Bergmann No. 5 carbine with stock attached - 7.8x25mm Bergmann]]&lt;br /&gt;
[[File:H3VR Bergmann Carbine Stocked.jpg|thumb|none|600px|There, ''now'' we're getting somewhere.]]&lt;br /&gt;
[[File:H3VR Bergmann Carbine Close.jpg|thumb|none|600px|With the stock attached, aiming becomes significantly easier, since the front sight is now considerably less invisible on standard-resolution HMDs.]]&lt;br /&gt;
[[File:H3VR Bergmann Carbine Recoil.jpg|thumb|none|600px|The pistol's formerly formidable muzzle flip also packs its bags and leaves, which is certainly a welcome change.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
Added in the fifth alpha of Update #85, the [[Borchardt C-93]] distinguishes itself as ''H3'''s oldest autoloading firearm.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|none|350px|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[File:H3VR C93 Right.jpg|thumb|none|600px|The Board Shark, in all of its unergonomic glory.]]&lt;br /&gt;
[[File:H3VR C93 Left.jpg|thumb|none|600px|Being one of the first ever self-loading pistols (and the first one to achieve any real commercial success), this is somewhat understandable - it takes a while for people to figure out the best way to do things. Sometimes, it's just a matter of trial and error.]]&lt;br /&gt;
[[File:H3VR C93 Safety.jpg|thumb|none|600px|Oh, and it also has a vertically-sliding safety. Which is considerably less of a loading aid than these screenshots would suggest.]]&lt;br /&gt;
[[File:H3VR C93 Loading.jpg|thumb|none|600px|''&amp;quot;And they call this thing a &amp;quot;self-loader&amp;quot;... the audacity of some folks never ceases to amaze.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR C93 Chambering.jpg|thumb|none|600px|Chambering a round. If the C-93's toggle-locked action looks [[Luger P08|familiar]], it's probably because Georg Luger's design was effectively an improvement on Hugo Borchardt's, largely because the latter wouldn't listen to constructive criticism.]]&lt;br /&gt;
[[File:H3VR C93 Aiming.jpg|thumb|none|600px|Aiming at the spot where a target was just moments before.]]&lt;br /&gt;
[[File:H3VR C93 Firing.jpg|thumb|none|600px|Blasting another floating bullseye; this seemingly unaimed shot is less a feat of shooting prowess and more a side-effect of screen-capturing programs only recording the left eye's view.]]&lt;br /&gt;
[[File:H3VR C93 Ejecting.jpg|thumb|none|600px|Pressing the magazine release. Dropping century-old pistol magazines on the ground isn't something you should really be doing, especially not when they're in this good of condition.]]&lt;br /&gt;
[[File:H3VR C93 Modded.jpg|thumb|none|600px|And speaking of things that you should really not be doing...]]&lt;br /&gt;
[[File:H3VR C93 Explosion.jpg|thumb|none|600px|It's so profoundly, deeply wrong that the mere act of pointing it at something creates chaos and destruction. Heaven knows what untold devastation would occur if this device were actually to be fired...]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] was the first weapon added in the 1st Meatmas update. Notably, it is correctly depicted as being unfireable without a magazine inserted.&lt;br /&gt;
[[File:BrowningHiPowerPistol9mm.jpg|thumb|none|350px|Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm]]&lt;br /&gt;
[[File:H3VR Hi-Power Loading.jpg|thumb|none|600px|The invisible player character loading some batteries into their new toy.]]&lt;br /&gt;
[[File:H3VR Hi-Power Left.jpg|thumb|none|600px|Examining the left side of the Hi-Power...]]&lt;br /&gt;
[[File:H3VR Hi-Power Right.jpg|thumb|none|600px|...and the right side. What a lovely gift.]]&lt;br /&gt;
[[File:H3VR Hi-Power Aiming.jpg|thumb|none|600px|Taking aim at a gumdrop...]]&lt;br /&gt;
[[File:H3VR Hi-Power Racking.jpg|thumb|none|600px|...before remembering to chamber a round.]]&lt;br /&gt;
[[File:H3VR Hi-Power Firing.jpg|thumb|none|600px|With that issue dealt with, it's time to make this winter wonderland a whole lot less peaceful.]]&lt;br /&gt;
&lt;br /&gt;
==Charter Arms Explorer II==&lt;br /&gt;
Update #59's 9th alpha build brought along a [[Armalite AR-7|Charter Arms Explorer II]], a pistol variant of the [[Armalite AR-7]] survival rifle.&lt;br /&gt;
[[File:Charter Arms Explorer II pistol.jpg|thumb|none|350px|Charter Arms Explorer II - .22 LR]]&lt;br /&gt;
[[File:H3VR Explorer Right.jpg|thumb|none|600px|The right side of the Explorer...]]&lt;br /&gt;
[[File:H3VR Explorer Left.jpg|thumb|none|600px|...and the left. An interesting-looking pistol, to be sure; shame that it never really took off.]]&lt;br /&gt;
[[File:H3VR Explorer Charging.jpg|thumb|none|600px|Fiddling with the cocking handle.]]&lt;br /&gt;
[[File:H3VR Explorer Left Loaded.jpg|thumb|none|600px|Admiring the Explorer inside a derelict house; the pistol has quite a different profile with its magazine inserted.]]&lt;br /&gt;
[[File:H3VR Explorer Right Loaded.jpg|thumb|none|600px|Quite a different profile indeed.]]&lt;br /&gt;
[[File:H3VR Explorer Firing.jpg|thumb|none|600px|Firing the Explorer into the house's ceiling, much to its owner's chagrin.]]&lt;br /&gt;
[[File:H3VR Explorer Rescaled.jpg|thumb|none|600px|Update #94's first alpha build fixed the pistol's scaling - it was previously far too small (i.e. reasonably-sized), and was brought up to its proper (i.e. ridiculous) size. An [[M1911A1]] has been provided for scale, though the lack of one in the preceding screencaps limits its usefulness in this regard.]]&lt;br /&gt;
[[File:H3VR Explorer Aiming.jpg|thumb|none|600px|Oh, and here's a shot of the irons, because that was missing all this time for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Defender==&lt;br /&gt;
The 12th and final alpha build of Update #52 added a [[Colt Defender]], chambered in .45 ACP.&lt;br /&gt;
[[File:ColtDefenderM1911.jpg|thumb|none|350px|Colt Defender - .45 ACP]]&lt;br /&gt;
[[File:H3VR Defender Left.jpg|thumb|none|600px|Inspecting the left side of the Defender. Note the lack of slide markings; the [https://www.artstation.com/artwork/BJJq6 weapon artist's renders of the model] show it with a full set of Colt rollmarks, but these were removed for copyright reasons. However, the &amp;quot;Series 90&amp;quot; marking is still present in-game, as hard as it is to see here.]]&lt;br /&gt;
[[File:H3VR Defender Right.jpg|thumb|none|600px|The right side; in the words of many an unfinished page, &amp;quot;'''Nice, but where's the trigger?'''&amp;quot; The answer is that it's in the magwell; this bug was fixed in the following update.]]&lt;br /&gt;
[[File:H3VR Defender Trigger.jpg|thumb|none|600px|For reference, here's what the Defender looks like post-patch; the &amp;quot;Series 90&amp;quot; marking is much more easily seen here, too.]]&lt;br /&gt;
[[File:H3VR Defender Loading.jpg|thumb|none|600px|Loading a 7-round magazine into the pistol.]]&lt;br /&gt;
[[File:H3VR Defender Racking.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
[[File:H3VR Defender Aiming.jpg|thumb|none|600px|Bringing the sights on target; as with several of the game's other M1911 variants, it has illuminated 3-dot sights.]]&lt;br /&gt;
[[File:H3VR Defender Firing.jpg|thumb|none|600px|Putting a round on the paper. Or rather, through the paper.]]&lt;br /&gt;
[[File:H3VR Defender Ejecting.jpg|thumb|none|600px|Dropping an empty magazine out of the Defender, while noticing another one on the table...]]&lt;br /&gt;
[[File:H3VR Defender Dual.jpg|thumb|none|600px|...which, of course, leaves only one thing to do.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Added in the fifth alpha build of Update #85, the [[Colt M1911]] joins ''H3VR'''s roster of auto-loading handguns as a completely separate, distinct pistol from the [[M1911A1]] below (largely to add more variety to the end-game weapon pool of the Take &amp;amp; Hold character Cowweiner Calico); interestingly, this makes ''H3'' one of (if not the) only games to feature both.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
[[File:H3VR M1911 Left.jpg|thumb|none|600px|Taking a moment to appreciate the M1911. The pre-A1 guns are a scarce sight in games to begin with, let alone games that have A1s as well.]]&lt;br /&gt;
[[File:H3VR M1911 Right.jpg|thumb|none|600px|A closer look at the right side reveals the original M1911's distinctive &amp;quot;diamond&amp;quot; grip panels; these are, however, an interchangeable part.]]&lt;br /&gt;
[[File:H3VR M1911 Loading.jpg|thumb|none|600px|Loading in a magazine; these are interchangeable with all the rest.]]&lt;br /&gt;
[[File:H3VR M1911 Racking.jpg|thumb|none|600px|Chambering a round of .45 ACP. While not the first gun to use the round (an honor instead belonging to the Colt M1905), the M1911 was undoubtedly the one that really got it off the ground.]]&lt;br /&gt;
[[File:H3VR M1911 Aiming.jpg|thumb|none|600px|Aiming at a steel target; the M1911's sights are a bit small, but such was typical of this era.]]&lt;br /&gt;
[[File:H3VR M1911 Firing.jpg|thumb|none|600px|Stripping some paint from the plate.]]&lt;br /&gt;
[[File:H3VR M1911 Ejecting.jpg|thumb|none|600px|Hitting the magazine release, and watching the magazine ''just'' start to work its way out of the well. A couple frames later, it's out of the shot entirely.]]&lt;br /&gt;
[[File:H3VR M1911 Comparison.jpg|thumb|none|600px|Comparing the M1911 with an M1911A1 that was conveniently lying around; note the aforementioned grip panels, as well as the differences in mainspring housing design (straight vs. curved), trigger type (long vs. short), grip safety design (short beavertail vs. long beavertail), and frame type (without vs. with recesses near the trigger). While not visible here, the A1 also has a larger ejection port and a smaller hammer spur.]]&lt;br /&gt;
[[File:H3VR M1911 Dual.jpg|thumb|none|600px|And, when you find yourself holding two subtly-different 1911 variants, what else is there to do but [[Devil May Cry|pull both devil triggers]]?]]&lt;br /&gt;
&lt;br /&gt;
===1911 Stamped Prototype===&lt;br /&gt;
Update #95 added an extremely [[M1911 pistol series#Experimental Stamped M1911|rare prototype of the 1911 pistol]] made from stamped parts. Due to the scarcity of information on this pistol, this is the only known depiction in media of this particular version of the 1911 pistol.&lt;br /&gt;
[[File:1911 Stamped Prototype.jpg|thumb|none|350px|1911 stamped metal prototype - .45 ACP]]&lt;br /&gt;
[[File:H3VR 1911Stamped Left.JPG|thumb|none|600px|Please ignore the fact that the gun model looks untextured - it was the manufacturer's fault it looks that way, not the modeler's. Jokes aside, this pistol is very bare bones in terms of useable features; no mag release button, no slide lock, etc. Thankfully the ejection button on the controller still works.]]&lt;br /&gt;
[[File:H3VR 1911Stamped InsertMag.JPG|thumb|none|600px|Inserting what looks to be a typical 1911 magazine. I guess Colt figured it was the one component they couldn't simplify further.]]&lt;br /&gt;
[[File:H3VR 1911Stamped Chambered.JPG|thumb|none|600px|Overall, operating the prototype 1911 is no different from any of the other 1911 pattern pistols.]]&lt;br /&gt;
[[File:H3VR 1911Stamped Safety.JPG|thumb|none|600px|...except for the safety. Instead of the manual safety being located on the side, it's located on the rear, just above the firing pin. When rotated downwards, it blocks the firing pin.]]&lt;br /&gt;
[[File:H3VR 1911Stamped Aim.JPG|thumb|none|600px|And when rotated upwards, not only can you fire, you also get your rear sights!]]&lt;br /&gt;
[[File:H3VR 1911Stamped Fired.JPG|thumb|none|600px|All quirkiness aside, it's still a pretty effective pistol when it comes to shooting targets.]]&lt;br /&gt;
[[File:H3VR 1911Stamped Empty.JPG|thumb|none|600px|Like the Pocket Hammer 1903, the 1911 Prototype slide does not hold open upon emptying a magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is one of the available firearms in-game, added in Update #3. Update #23 added 2 cosmetic variants: one with a matte-gray finish and green synthetic grips, and one with a gold-plated finish and black grips. The M1911A1 is noteworthy for having the most variants of any pistol in the game; adding together the original M1911, the Kimber Warrior (which is listed in-game as a modern M1911A1 variant), cosmetic finishes, and spinoff variants, there are eleven different M1911-pattern pistols in H3VR.&lt;br /&gt;
[[File:Colt1911A1PreWar.jpg|thumb|none|350px|Pre-War Commercial Colt M1911A1 with factory deep-blued finish - .45 ACP]]&lt;br /&gt;
[[File:H3VR M1911A1 Firing.jpg|thumb|none|600px|Starting things off, as always, with a quick sound check. Make sure your speakers aren't up too high.]]&lt;br /&gt;
[[File:H3VR M1911A1 Loading.jpg|thumb|none|600px|Rewinding a bit, and loading in a magazine.]]&lt;br /&gt;
[[File:H3VR M1911A1 Racking.jpg|thumb|none|600px|Racking the slide, only to discover just a little bit too late that this wasn't really necessary. Oh well.]]&lt;br /&gt;
[[File:H3VR M1911A1 Left.jpg|thumb|none|600px|Pausing for a minute to look at the pistol. The blued finish is lovely on this side.]]&lt;br /&gt;
[[File:H3VR M1911A1 Right.jpg|thumb|none|600px|As it is on this one.]]&lt;br /&gt;
[[File:H3VR M1911A1 Safety.jpg|thumb|none|600px|The M1911A1's safety, which has 2 positions: here, in the lower position, is &amp;quot;fire&amp;quot;...]]&lt;br /&gt;
[[File:H3VR M1911A1 Safe.jpg|thumb|none|600px|...and here, in the upward position, is &amp;quot;safe&amp;quot;. This position pushes the lever into a notch in the bottom of the slide, which has the additional effect of preventing the slide from moving.]]&lt;br /&gt;
[[File:H3VR M1911A1 Sights.jpg|thumb|none|600px|The M1911A1's sights; a set of nice, clear, aftermarket 3-dot illuminated irons.]]&lt;br /&gt;
[[File:H3VR M1911A1 Aiming.jpg|thumb|none|600px|That wasn't always the case, though; the M1911A1's sights looked like this until Update #5, when the luminous green dots were added.]]&lt;br /&gt;
[[File:H3VR M1911A1 Locked.jpg|thumb|none|600px|7 rounds later, the M1911A1 locks empty.]]&lt;br /&gt;
[[File:H3VR M1911A1 Ejecting.jpg|thumb|none|600px|Dumping out the dry magazine...]]&lt;br /&gt;
[[File:H3VR M1911A1 Releasing.jpg|thumb|none|600px|...and hitting the slide release.]]&lt;br /&gt;
[[File:M1911A1ithaca.jpg|thumb|none|350px|Ithaca-manufactured M1911A1 with matte-gray finish - .45 ACP]]&lt;br /&gt;
[[File:H3VR M1911A1 Matte.jpg|thumb|none|600px|Here's the gray version...]]&lt;br /&gt;
[[File:GoldM1911Airsoft.jpg|thumb|none|350px|Colt M1911A1 (airsoft replica) with gold-plated finish - (fake) .45 ACP]]&lt;br /&gt;
[[File:H3VR M1911A1 Gold.jpg|thumb|none|600px|...and here's the golden one. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Floppy McLongflopper&amp;quot;===&lt;br /&gt;
A unique, fully-automatic version of the latter with a length of about 1 meter (and, formerly, unlimited ammunition) is available in the Meatmas Snowglobe level and as a rare drop in Take And Hold; this version is referred to as, of all possible names, &amp;quot;Floppy McLongflopper&amp;quot;. This is a reference to a series of requests on [https://www.reddit.com/r/H3VR the game's subreddit] by a user named &amp;quot;RichardLongflop&amp;quot; for a &amp;quot;longslide&amp;quot; version of the M1911A1 (which grew increasingly elaborate, to the point of submitting a fake bug report video in which he literally ''wrote the request on a target with bulletholes''); while presumably referring to something along the lines of an [[AMT Hardballer Longslide]], the lack of an actual specified slide length in the requests led game dev Anton Hand to create this monstrosity instead.&lt;br /&gt;
[[File:H3VR Floppy Table.jpg|thumb|none|600px|The &amp;quot;Floppy McLongflopper&amp;quot; sitting on a table. Even without the backstory, it's still a rather fitting name, wouldn't you say?]]&lt;br /&gt;
[[File:H3VR Floppy Holding.jpg|thumb|none|600px|Unfortunately, all of that ''L E N G T H'' makes it a bit tricky to use.]]&lt;br /&gt;
[[File:H3VR Floppy Firing.jpg|thumb|none|600px|Especially considering its impressive muzzle rise (which is actually just the same as the standard M1911A1, and is simply exaggerated by both the full-auto fire and the increased deviation from center created by the distance from the pivot point to the muzzle). This does raise questions about how it even manages to cycle the slide with that much extra weight on it, all of which are answered with &amp;quot;it's a meter-long golden machine pistol, why are you trying to apply any sort of logical reasoning here&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Floppy Aiming.jpg|thumb|none|600px|Attempting to aim the Floppy; the fact that the front sight is at the end of the slide and isn't any larger than it is on the normal variants makes this a bit tricky.]]&lt;br /&gt;
[[File:H3VR Floppy Headshot.jpg|thumb|none|600px|Still, it's all worth it for the ability to muzzle an enemy from three feet away, give a dramatic one-liner, and watch the meat-bits fly.]]&lt;br /&gt;
&lt;br /&gt;
===Lebman Machine Pistol===&lt;br /&gt;
A fully-automatic variant of the M1911A1, based on the machine pistol conversions created by Hyman Lebman, is one of Update #52's additions; it was added during the &amp;quot;St. Valentine's Day Meatssacre&amp;quot; alpha build, and is referred to as the &amp;quot;M1911A1 Dillinger&amp;quot;, in reference to the famous Prohibition-era gangster John Dillinger (who used a similar pistol during his time as a criminal).&lt;br /&gt;
[[File:1911Full.jpg|thumb|none|350px|Hyman Lebman-converted M1911A1 machine pistol  - .38 Super]]&lt;br /&gt;
[[File:H3VR M1911A1 MP.jpg|thumb|none|600px|The converted M1911A1, complete with Cutts compensator and [[Thompson]]-type foregrip.]] &lt;br /&gt;
[[File:H3VR M1911A1 MP Loading.jpg|thumb|none|600px|Loading in the weapon's unique magazine (which is interchangeable with other M1911 pistols and magazines).]]&lt;br /&gt;
[[File:H3VR M1911A1 MP Loaded.jpg|thumb|none|600px|Said magazine holds 18 rounds, and is essentially just several existing magazines welded together.]]&lt;br /&gt;
[[File:H3VR M1911A1 MP Cocking.jpg|thumb|none|600px|Pulling back the slide.]]&lt;br /&gt;
[[File:H3VR M1911A1 MP Aiming.jpg|thumb|none|600px|Pseudo-aiming the pistol, which is close enough to actually aiming it to show off the illuminated sights; these were a byproduct of the weapon being a modified version of the existing M1911A1 model, and didn't stay around for long.]]&lt;br /&gt;
[[File:H3VR M1911A1 MP Firing.jpg|thumb|none|600px|Especially when one considers the sheer amount of recoil this weapon produces, which renders aiming a bit unnecessary anyways.]]&lt;br /&gt;
[[File:H3VR M1911A1 MP Stock.jpg|thumb|none|600px|Affixing a [[Luger]] carbine stock (compatible for the sake of fun), which allows a clearer view of the pistol's rear end. It also allows a clearer view of...]]&lt;br /&gt;
[[File:H3VR M1911A1 MP Sights.jpg|thumb|none|600px|...the updated sights, which lack the luminous dots of the original version.]]&lt;br /&gt;
[[File:H3VR M1911A1 MP Recoil.jpg|thumb|none|600px|Firing; between the stock and subsequent updates to recoil systems, the pistol's kick is actually manageable enough to merit use of the sights. The fact that the compensator has its own taller front sight that doesn't line up with the others does put a bit of a damper on this, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Oversize M1911A1&amp;quot;===&lt;br /&gt;
Update #52's 7th alpha build (the April Fools' Day special) included the so-called &amp;quot;Oversize&amp;quot; version of the M1911A1. As the name implies, it is substantially larger than the standard M1911A1, being more akin in size to a howitzer than a handgun; to facilitate human use, it is fitted with several RIS-type grips for handling, a rail on the side for sights (as attempting to aim with the standard slide-mounted irons would likely lead to the user being decapitated), and an equally massive bipod for more stable use.&lt;br /&gt;
&lt;br /&gt;
It fires the &amp;quot;.45 ACP Oversize&amp;quot; round, which, amusingly, had already been added to the game several updates prior; many enterprising players combined this with the ability to cook off and/or directly strike the primers of loose rounds to set them off (introduced in Update #48), and the game's substantial amounts of freedom with regards to rail adaptor placement (or spacially-lockable platforms, for that matter) to create various devices to launch these rounds. This gun can also fire so-called '''MIRV''' rounds, standing for '''M'''ultiple '''I'''ndependent '''R'''e-entry '''V'''ehicle. This is a term used for Intercontinental Ballistic Missiles (ICBMs) that carry clustered munitions (by &amp;quot;munitions,&amp;quot; read &amp;quot;thermonuclear missiles&amp;quot;) which separate in outer space and re-enter the earth's atmosphere as separately-guided missiles.&amp;lt;br&amp;gt;&lt;br /&gt;
The so-called MIRV rounds for this gun however contain cluster munitions (fortunately ''not'' thermonuclear missiles, although that would be fascinating for the few milliseconds you were still alive for after they detonated) that detonate a few hundred meters away from the gun in mid-air (or on impact if sooner). This shows that far from being an MIRV, this type of round is essentially an artillery cluster bomb shell. One example of this type of round is the so-called '''ICM''' or Improved Conventional Munitions, an acronym that is not a million miles away from ICBM, which may be where the idea of MIRV came from. This is a moot point anyway given that it is impossible in practical terms to launch an unpowered projectile into space. Of course it goes without saying that this mistaken acronym completely ruins the otherwise totally realistic experience of firing a 10-foot-tall Colt 1911.&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Mortar.jpg|thumb|none|600px|&amp;quot;''Huh? What's this? Why would someone make a massive 1911 magaz...''&amp;quot;]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize.jpg|thumb|none|600px|&amp;quot;''Oh.''&amp;quot;]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Mortar Loading.jpg|thumb|none|600px|Loading the massive magazine into the massive handgun. Awkward angles are all but mandatory.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Racking.jpg|thumb|none|600px|Racking the slide (by way of the diagonally-attached handle on the side); this shot also shows that the rather literal hand-cannon is apparently made by &amp;quot;HEDEN GUN CO. INC&amp;quot; out of &amp;quot;HEDEN, .N.Y&amp;quot;. This fictional manufacturer (complete with fictional town and mis-written postal code) is shared with the standard M1911A1 variants (which makes sense, as the Oversize is a scaled-up version thereof).]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Mortar Firing.jpg|thumb|none|600px|Firing a &amp;quot;Mortar&amp;quot; round (which, as previously shown, uses the model of a tracer, and as presently shown, looks like one when initially fired).]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Mortar Explosion.jpg|thumb|none|600px|This round is the simplest of the 3 available types, being an impact-detonated high-explosive shell, as seen here.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Button.jpg|thumb|none|600px|That shell plus 6 more equals an empty artillery piece, meriting a mag swap; this is done by punching (yes, punching) the magazine release button...]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Ejecting.jpg|thumb|none|600px|...which, assuming that the gun is high enough off the ground, dumps out the magazine with a loud &amp;quot;'''CLUNK'''&amp;quot;.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Locked.jpg|thumb|none|600px|If you're feeling tired after hefting around a literal artillery piece, no worries!]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Bipod.jpg|thumb|none|600px|Just unfold the bipod, and take a load off.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize MBS.jpg|thumb|none|600px|A bit of futzing with the ammo spawning panel grants a magazine loaded with what appear to be jacketed hollowpoints; these are actually what are known as &amp;quot;Mega Buckshot&amp;quot; rounds.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize MBS Loading.jpg|thumb|none|600px|&amp;quot;''&amp;quot;Mega Buckshot&amp;quot;? What on Earth could that possibly...''&amp;quot;]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize MBS Firing.jpg|thumb|none|600px|&amp;quot;''...'''wow'''. I don't know what I was expecting, but it sure as hell wasn't '''that'''.''&amp;quot;]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize MBS Explosion.jpg|thumb|none|600px|Firing off another MBS round with the game's optional bullet trails enabled gives a better idea of just what &amp;quot;that&amp;quot; is: each shell fires several &amp;quot;pellets&amp;quot;, if you will; upon hitting a surface, these &amp;quot;pellets&amp;quot; explode, releasing a burst of .50 BMG tracer projectiles.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Chamberloading.jpg|thumb|none|600px|Loading the last type of round directly into the chamber; this round, visually resembling an FMJ, is a MIRV ('''M'''ultiple '''I'''ndepent '''R'''eentry '''V'''ehicle) round. It's not every day that you see something with terminology more generally associated with ''long-range ballistic missiles'' being loaded into a handgun. With these essentially being artillery cluster shells as mentioned above, the lack of an adjustable fuze makes these impractical. Not that there's anything else impractical about this gun.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Release.jpg|thumb|none|600px|If grabbing a hold of the slide-mounted grip and wrestling with the recoil spring directly just isn't your style, the slide release is always an option.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Releasing.jpg|thumb|none|600px|Just grab on, and yank downward with everything you've got.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize Pin.jpg|thumb|none|600px|One of the more bizarre features of the weapon (yes, it gets ''more'' bizarre) is the exposed firing pin; should one not want to disturb a well lined-up shot, they can simply leave the pistol as-is, and hit the firing pin with another, smaller handgun, like this [[Smith &amp;amp; Wesson Model 29|M29]] here.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize MIRV Firing.jpg|thumb|none|600px|Preferably from slightly further away, assuming that you value your wrists more than a close view of the MIRV round's curious blue tracer. A real priorital toss-up, I know.]]&lt;br /&gt;
[[File:H3VR M1911A1 Oversize MIRV Explosion.jpg|thumb|none|600px|Thanks to the magic of bullet trails, the MIRV round's mechanics can be more clearly seen; each shell starts out solid, then splits into 7 smaller explosive shells after a fixed period in mid-air (or just explodes all at once if it hits something first). If they had been genuine MIRV munitions, then 50 years from this shot being fired, a guy's grand-kids in a cave in the post-nuclear apocalypse would be asking him what led to the collapse of human civilization, to which his reply would be &amp;quot;Well kids, it all started with this guy in a desert who had a giant handgun...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sound Check&amp;quot;===&lt;br /&gt;
Added in Update #91 (the 2020 4th of July update), the &amp;quot;Sound Check&amp;quot; is a ''[[TF2]]''-styled M1911A1, chambered in the fictitious &amp;quot;.52 AMP&amp;quot; (&amp;quot;Automatic Meaty Pistol&amp;quot;) round, which had been added to the game several updates prior with nothing to fire it. The round comes in two forms: a standard FMJ, and a &amp;quot;Jacketed Hollow Patriot&amp;quot; round that fires 3 tracer flechettes per shot - one red, one white, and one blue. The name is a reference to the developer's devlog, which always begins with a sound check by mag-dumping an M1911.&lt;br /&gt;
[[File:H3VR SoundCehck overview.JPG|thumb|none|600px|&amp;quot;Greetings!&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck ammo.JPG|thumb|none|600px|&amp;quot;Welcome to the Devlog!&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck load.JPG|thumb|none|600px|&amp;quot;Today we'll be looking at this Meat Fortress-ified M1911 pistol, loaded with .52 AMP FMJ rounds.&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck chambered.JPG|thumb|none|600px|&amp;quot;We're going to start off as always with a quick sound check.&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck aim.JPG|thumb|none|600px|&amp;quot;Make sure your speakers aren't up too high.&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck fire.JPG|thumb|none|600px|'''BANG BANG BANG BANG BANG BANG BANG''']]&lt;br /&gt;
[[File:H3VR Soundcheck empty.JPG|thumb|none|600px|&amp;quot;Wonderful!&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck JHP.JPG|thumb|none|600px|&amp;quot;Next we have Jacketed Hollow Patriot, which as you can see, have lovely red, white &amp;amp; blue subminitions.&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck riccochet.JPG|thumb|none|600px|&amp;quot;As you can see, not only are these flechettes riccocheting off the wall in the colors of Old Glory...&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck sparks.JPG|thumb|none|600px|&amp;quot;But so are the sparks that get left behind.&amp;quot;]]&lt;br /&gt;
[[File:H3VR Soundcheck suppressor.JPG|thumb|none|600px|&amp;quot;And by attaching a Meat Fortress suppressor, you've got yourself one fancy sidearm.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 1903 Pocket Hammer==&lt;br /&gt;
Another weapon added in the fifth alpha of Update #85, the seldom-seen [[Colt Model 1903 Pocket Hammer]] is available; the in-game model has a deep-blued finish with gold inlays, a spur hammer, and pearl grips.&lt;br /&gt;
[[File:Colt M1903 pocket hammer spur.jpg|thumb|none|350px|Colt Model 1903 Pocket Hammer with spur hammer - .38 ACP]]&lt;br /&gt;
[[File:H3VR 1903 Hammer Left.jpg|thumb|none|600px|The Pocket Hammer.]]&lt;br /&gt;
[[File:H3VR 1903 Hammer Right.jpg|thumb|none|600px|Incomplete sentences? Of course! What better weapon than a pearl-gripped 1903 for a [[Rebel Without a Cause|rebel without a clause]]?]]&lt;br /&gt;
[[File:H3VR 1903 Hammer Loading.jpg|thumb|none|600px|Shoving in 7 rounds of John Browning's 1900-designed .38 ACP - not to be confused with John Browning's 1908-designed .380 ACP, of course. The latter is 9x17mm, whereas the former is 9x23mm - not to be confused, of course, with the 9x23mm Steyr, or the 9x23mm Winchester, or the dimensionally-identical-but-loaded-to-dramatically-higher-pressures .38 Super, because cartridge designations are fun.]]&lt;br /&gt;
[[File:H3VR 1903 Hammer Racking.jpg|thumb|none|600px|Chambering one of these sensibly-named rounds, showing off the interestingly bulged barrel; this is art of the pistol's short-recoil locking system, which distinguishes the 1903 Pocket Hammer from the straight-blowback [[Colt Model 1903/1908|1903 Pocket Hammerless]] (which is, in spite of the name, hammer-fired) chambered in .32 ACP, which also has a near-identical variant known as the Model 1908 Pocket Hammerless in .380 ACP (not .38 ACP), not to be confused with the [[Colt Model 1908 Vest Pocket|Model 1908 Vest Pocket]], which is the same gun scaled down to .25 ACP, not to be confused with... you get the point.]]&lt;br /&gt;
[[File:H3VR 1903 Hammer Aiming.jpg|thumb|none|600px|Preparing to vent some frustration on a Sosig's head; being a turn-of-the-century pocket pistol, the irons are all but invisible.]]&lt;br /&gt;
[[File:H3VR 1903 Hammer Firing.jpg|thumb|none|600px|Putting a 9-millimeter hole in the Sosig. Or is it .38-caliber? Or .357-caliber? .356? 103.285 gauge?]]&lt;br /&gt;
[[File:H3VR 1903 Hammer Ejecting.jpg|thumb|none|600px|Ejecting the pistol's magazine before its contents can do any more confuzzling. It's rain ov tearer iz ovur.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Woodsman Match Target==&lt;br /&gt;
One of the weapons added in the 2018 Halloween update (the main headline of which was the ''Return of the Rotweiners'' gamemode, a large-scale rogue-lite zombie RPG) was a [[Colt Woodsman Match Target]] .22 target pistol with gold-inlaid engravings and pearl grips; the pistol is exclusive to the mode by default, and can only be unlocked for general use by completing part of it.&lt;br /&gt;
[[File:Coltwoodsmanmatchtarget.jpg|thumb|none|350px|Colt Woodsman Match Target (3rd Series) - .22 LR]]&lt;br /&gt;
[[File:H3VR Woodsman Left.jpg|thumb|none|600px|Admiring the Woodsman, engravings and all. A lovely addition; shame that [[Metal Gear Solid 3: Snake Eater#Colt Single Action Army|they provide no tactical advantage whatsoever]].]]&lt;br /&gt;
[[File:H3VR Woodsman Holstered.jpg|thumb|none|600px|Doing some quick-belt management. [[Glock 17]]? Check. Woodsman? Check. Spare mags? Check. Knife? Check. Hatchet? Check. Pie? Check.]]&lt;br /&gt;
[[File:H3VR Woodsman Firing.jpg|thumb|none|600px|Shooting a Rotweiner point-blank with the Colt.]]&lt;br /&gt;
[[File:H3VR Woodsman Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol, ''[[Doom (VG)|Doom]]''-style, at a charging Blut (a tougher, tankier type of Rotweiner). This gives a good view of the engravings on the top of the barrel, as well as the asymmetric target-style profile of the grips.]]&lt;br /&gt;
[[File:H3VR Woodsman Locked.jpg|thumb|none|600px|Unfortunately, a volley of unjacketed .22 LR rounds proves insufficient to stop the Blut, resulting in this rather... ''uncomfortable'' situation.]]&lt;br /&gt;
[[File:H3VR Woodsman Ejecting.jpg|thumb|none|600px|The situation dealt with, our survivalist ejects a magazine, taking note of the heel-mounted magazine release (indicative of a 3rd Series model)...]]&lt;br /&gt;
[[File:H3VR Woodsman Loading.jpg|thumb|none|600px|...loads in a new one...]]&lt;br /&gt;
[[File:H3VR Woodsman Racking.jpg|thumb|none|600px|...and powerstrokes the slide. The lack of visible hands might make this difficult to see; note how the slide is just a ''tad'' bit further back than in the previous shots.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Cyber Pistol&amp;quot;==&lt;br /&gt;
One of the first firearms added to ''H3VR'' (before it even carried that name, in fact), along with the &amp;quot;Cartoon 8 Gauge&amp;quot; [[Lupara|sawn-off shotgun]], was the &amp;quot;Cyber Pistol&amp;quot;, a fictional semi-automatic handgun with an integrated laser sight. It feeds from a 9-round single-stack magazine; this initially used a simple, proprietary round known only as &amp;quot;Cyber Pistol&amp;quot; ammunition; in Update #52, it was changed to use the same &amp;quot;10mm DSM&amp;quot; ammo as the [[LAPD 2019 Blaster]]. The Cyber Pistol isn't presently attainable through the standard item spawner, though some scenes feature an Easter egg fully-automatic version with infinite ammo, and the standard version can be obtained through random spawns in modes such as Take &amp;amp; Hold.&lt;br /&gt;
[[File:H3VR Cyber Pistol Table.jpg|thumb|none|600px|A pair of Cyber Pistols on a table, along with a crate of neatly-arranged magazines.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Left.jpg|thumb|none|600px|The left side of the Cyber Pistol, which looks more or less the same as the right.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Loading.jpg|thumb|none|600px|Loading in a magazine; note that this shot is from an earlier build of ''H3'', in which magazine loading worked rather differently: as soon as a magazine entered the well, it locked into place, allowing no movement other than upwards or downwards, until the magazine either locked into place or fell back out of the well (respectively).]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Racking.jpg|thumb|none|600px|The floating instructions/guide arrows on objects are another long-gone feature.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Firing.jpg|thumb|none|600px|Firing the pistol. The trail of casings isn't due to the pistol being fully-automatic; it's simply a by-product of its rather weak ejection.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Ejecting.jpg|thumb|none|600px|Dumping the empty magazine out (so empty, in fact, that it seemingly doesn't have a spring)...]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Reloading.jpg|thumb|none|600px|...loading in a new one...]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Releasing.jpg|thumb|none|600px|...and releasing the locked-back slide.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Magazine DSM.jpg|thumb|none|600px|2 more years, 1 new cartridge. For this gun, at least - ''dozens'' of cartridges were added between the build in which the first screenshots were taken and this one.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Loading DSM.jpg|thumb|none|600px|Loading the Cyber Pistol up with this new, novel, actually-named ammunition.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Aiming.jpg|thumb|none|600px|Aiming (more or less); the Cyber Pistol was the first of many in-game weapons to have illuminated green iron sights.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Flash.jpg|thumb|none|600px|Firing the updated Cyber Pistol, which shows off its interesting blue muzzle flash.]]&lt;br /&gt;
[[File:H3VR Cyber Pistol Firing DSM.jpg|thumb|none|600px|It's a blink-and-you'll-miss-it effect, though - you might even say it's... ''gone in a flash''. &amp;lt;br&amp;gt; ...I'll leave.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75 SP-01 SHADOW]] is one of the available firearms in-game, being one of the many weapons added through the 1st Meatmas update.&lt;br /&gt;
[[File:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
[[File:H3VR CZ 75 Right.jpg|thumb|none|600px|Giving the viewers at home a good look at the CZ's model.]]&lt;br /&gt;
[[File:H3VR CZ 75 Left.jpg|thumb|none|600px|The pistol's other side. The markings on the slide read &amp;quot;AP 85 SP-02&amp;quot;, seemingly in a copyright-motivated effort to subtly change every single part of the gun's name.]]&lt;br /&gt;
[[File:H3VR CZ 75 Loading.jpg|thumb|none|600px|Loading a 17-round magazine into the CZ 75.]]&lt;br /&gt;
[[File:H3VR CZ 75 Cocking.jpg|thumb|none|600px|Racking the pistol's slide.]]&lt;br /&gt;
[[File:H3VR CZ 75 Aiming.jpg|thumb|none|600px|Aiming through the 75's illuminated 3-dot sights.]]&lt;br /&gt;
[[File:H3VR CZ 75 Firing.jpg|thumb|none|600px|Said sights make landing shots on target substantially easier, especially when compared to some of the game's older, smaller-sighted handguns.]]&lt;br /&gt;
[[File:H3VR CZ 75 Ejecting.jpg|thumb|none|600px|Dropping an empty magazine out of the empty CZ.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S2 Micro Pistol==&lt;br /&gt;
On Day 16 of the Meatmas 2022 Advent Calendar event, the game introduced a family of [[CZ Scorpion Evo 3]] firearms; the smallest of the bunch was the S2 Micro Pistol variant.&lt;br /&gt;
[[File:CZ Scorpion Evo3 S2 Micro Pistol.jpg|thumb|none|350px|Scorpion Evo 3 S2 Micro Pistol - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Evo New Box.jpg|thumb|none|600px|Opening up Day 16's gift reveals a small-scale smorgasbord of Evos; a welcome sight to almost all, save for the guy who's gonna have to go and screencap all of them.]]&lt;br /&gt;
[[File:H3VR Evo Micro Left.jpg|thumb|none|600px|Taking a closer look at the shortest of the bunch.]]&lt;br /&gt;
[[File:H3VR Evo Micro Right.jpg|thumb|none|600px|Don't let these images fool you - the irons don't come standard. This is the standard set; an alternative set were added concurrently, though owing to the nature of ''H3'', you can put pretty much anything up there should you desire.]]&lt;br /&gt;
[[File:H3VR Evo Micro Locking.jpg|thumb|none|600px|Locking back the charging handle...]]&lt;br /&gt;
[[File:H3VR Evo Micro Loading.jpg|thumb|none|600px|...loading in a 20-round magazine...]]&lt;br /&gt;
[[File:H3VR Evo Micro Slap.jpg|thumb|none|600px|...and witnessing the miracle of a slap that didn't happen between two frames. Marvel in the glory of actual bolt movement - you won't see this in a still image very often.]]&lt;br /&gt;
[[File:H3VR Evo Micro Safety.jpg|thumb|none|600px|Disengaging the safety; since the civvie variants use the a lot of the same tooling as the select-fire versions, the recess in the lower receiver is big enough for 4 positions, despite there only being two.]]&lt;br /&gt;
[[File:H3VR Evo Micro Aiming.jpg|thumb|none|600px|Aiming through the attached irons - they're about what you'd expect.]]&lt;br /&gt;
[[File:H3VR Evo Micro Firing.jpg|thumb|none|600px|Conversely, the recoil's a bit more than what one would expect, though this is mostly a product of it being held like an actual pistol here, rather than putting one hand on the forend - it makes lining the sights up for the camera easier.]]&lt;br /&gt;
[[File:H3VR Evo Micro Ejecting.jpg|thumb|none|600px|With 20 rounds being expended at about the same rate as the screencapper's patience, here's a shot of 3 things at once: the automatic bolt hold-open, the one-hand-accessible magazine release, and the now-modeled magazine follower. Let's hear it for efficiency!]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Deaglov&amp;quot;==&lt;br /&gt;
One of the seven cursed guns added in Update #95, The Deaglov is a hybrid of the [[Makarov PM]] and [[Desert Eagle]] pistols, chambered in .32 ACP - namely, it features the Desert Eagle's barrel and slide, scaled down to fit the Makarov's frame. The Deaglov is tied with the Tomacuzi as the fourth hybrid firearm added to the game.&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|none|350px|Desert Eagle Mk XIX - .50 AE]]&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:H3VR Deaglov Right.jpg|thumb|none|600px|''&amp;quot;Alright, you two. Explain.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Deaglov Left.jpg|thumb|none|600px|Taking a look at the Deaglov; the slide markings read &amp;quot;CURSED RESEARCH INC. PM EAGLE&amp;quot;. Befitting of such a weapon, these markings are also in Comic Sans.]]&lt;br /&gt;
[[File:H3VR Deaglov Loading.jpg|thumb|none|600px|Loading a magazine into the pistol; these are a double-stack affair visually resembling those of some more modern Makarov variants (e.g. the PMM), and hold 14 rounds of .32 ACP.]]&lt;br /&gt;
[[File:H3VR Deaglov Racking.jpg|thumb|none|600px|Racking the slide reveals that the Deaglov retains the Desert Eagle's rotating bolt head (and presumably its gas-operated action as well); needless to say, this is a bit overkill for a .32. Then again, [[Frommer Stop|it wouldn't be the first time...]]]]&lt;br /&gt;
[[File:H3VR Deaglov Aiming.jpg|thumb|none|600px|Aiming at some floating drywall; the relatively large, square sights are easy to use, though their lack of color can make them hard to pick up in darker (or just grayer) environments.]]&lt;br /&gt;
[[File:H3VR Deaglov Firing.jpg|thumb|none|600px|Popping off a .32. One can ''just'' make out what's left of a dying muzzle flash to the left of the plaster blocks.]]&lt;br /&gt;
[[File:H3VR Deaglov Ejecting.jpg|thumb|none|600px|Dumping a magazine out of the pistol, at an angle that doesn't really make much sense. Then again, not much else about the gun does either.]]&lt;br /&gt;
[[File:H3VR Deaglov Sight.jpg|thumb|none|600px|True to the original Deagle's barrel design, the Deaglov features an optics rail; aside from being at least somewhat fitting contextually, the Russian-made OKP-7 sight actually works far better than one would expect.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle L5==&lt;br /&gt;
One of the ''six'' gifts added with the 25th and final day of the Meatmas 2018 event (5 firearms and one attachment) was a Desert Eagle; more specifically, a .357 Magnum-chambered [[Desert Eagle L5]], a short-barreled lightweight version meant to comply with certain legal restrictions (some US states having a ban on any handgun over 50 ounces (approx. 1.4&amp;amp;nbsp;kg)). This variant completed the in-game trifecta of the 3 standard Desert Eagle calibers: .357 Magnum, .44 Magnum, and .50 AE (excluding more obscure and rare chamberings, like .440 Cor-Bon, .41 Magnum, and .429 DE). This is, notably, the first documented appearance of this particular Desert Eagle variant in any known form of media.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Box.jpg|thumb|none|600px|How fitting that the variant given on Christmas is the only one small enough to actually fit into one of these gift boxes like this. And, for that matter, quite likely the only one that's light enough to not rip a hole in the bottom when you hold it from the sides.]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Loading.jpg|thumb|none|600px|Loading the truncated Desert Eagle. Being chambered in .357, each one of these magazines holds 9 rounds.]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Right.jpg|thumb|none|600px|Pausing for a moment to strike a pose that would probably look a whole lot cooler from anybody else's perspective.]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Left.jpg|thumb|none|600px|&amp;quot;''Aww, don't listen to them! I think you're a very handsome young man. Besides, I'm sure you'll grow into your frame by the time you hit college. Just look at your father! He wasn't very big either when he was your age, but then he hit his growth spurt in high school, and '''[[Media:Desert Eagle Mk I 14 inch barrel.jpg|ZWOOP!]]''' Up he went! Here, I think we have some of his old pictures from his middle school days somewhere around here...''&amp;quot;]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Racking.jpg|thumb|none|600px|Racking the L5, in an attempt to intimidate away the crippling loneliness that causes one to apply human personalities to firearms and vent to strangers in database pages.]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Aiming.jpg|thumb|none|600px|Lining up the sights, and...]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Firing.jpg|thumb|none|600px|&amp;quot;''See! Look at you! I knew you could do it! You're doing great, especially for your age! And if all those other kids don't want to let you be their friend, then you know what I think? I think that that's. Their. Loss. Now, if you want, we could go downtown and get some ice cre-''&amp;quot;]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Unaimed.jpg|thumb|none|600px|'''NO! STAY OUT OF MY HEAD, DAMN IT!''']]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Locked.jpg|thumb|none|600px|One shot in illusion plus eight in self-doubting anger equals nine, and that equals an empty pistol.]]&lt;br /&gt;
[[File:H3VR Desert Eagle L5 Ejecting.jpg|thumb|none|600px|This, of course, merits a mag-flick so tacticool that it breaks the laws of the universe. And maybe some therapy. ''The accident was thirteen years ago. You were just a little boy. I was drinking that night. There was nothing you could have done. It's time for you to move on. You can't keep living like this. You have to let go...'']]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark VII==&lt;br /&gt;
A [[Desert Eagle Mark VII]], chambered in .44 Magnum is one of the available firearms in-game. It was added in Update #26, an update that (perhaps more significantly) also added the Meat Grinder gamemode. The in-game model also has Mark XIX slide serations and can mount attachments, despite lacking the rail necessary to do so.&lt;br /&gt;
&lt;br /&gt;
On April Fools' Day of 2018, Update #52's 7th alpha build was released. Among other things, this included the &amp;quot;Degle.50&amp;quot;, a cardboard Desert Eagle held together with duct tape. The weapon was meant as a joke response to a poorly-spelled Steam request for a replica of the Desert Eagle seen in ''Blue Estate''. It fires the &amp;quot;.50 Imaginary&amp;quot; round, of which several types (with names just as eloquent as that of the pistol itself) are available. To top it off, all of the Degle's sound effects were created by game director Anton Hand - not mixed, mind you, but literally created - the sounds are all Anton saying various onomatopoeia associated with the weapon's functions.&lt;br /&gt;
[[File:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum]]&lt;br /&gt;
[[File:H3VR Desert Eagle Loading.jpg|thumb|none|600px|Loading up a Desert Eagle.]]&lt;br /&gt;
[[File:H3VR Desert Eagle Racking.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
[[File:H3VR Desert Eagle Aiming.jpg|thumb|none|600px|Aiming (or at least attempting to)...]]&lt;br /&gt;
[[File:H3VR Desert Eagle Firing.jpg|thumb|none|600px|...and firing.]]&lt;br /&gt;
[[File:H3VR Desert Eagle Dual.jpg|thumb|none|600px|Wrists? Who needs wrists?]]&lt;br /&gt;
[[File:H3VR Desert Eagle Dual Firing.jpg|thumb|none|600px|Practicing for an upcoming role as [INSERT GENERIC ACTION MOVIE PROTAGONIST HERE].]]&lt;br /&gt;
[[File:H3VR Desert Eagle Dual Sideways.jpg|thumb|none|600px|Engaging in some more generally unacceptable range behavior.]]&lt;br /&gt;
[[File:H3VR Desert Eagle Locked.jpg|thumb|none|600px|[[Team Fortress 2#Scout|&amp;quot;Oh-ho-ho ''man'', you would not ''believe''... how much this hurts.&amp;quot;]]]]&lt;br /&gt;
[[File:H3VR Desert Eagle Dual Ejecting.jpg|thumb|none|600px|Ejecting a pair of empty magazines.]]&lt;br /&gt;
[[File:H3VR Desert Eagle Abomination.jpg|thumb|none|600px|&amp;quot;[[Jurassic Park (1993)|''Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should.'']]&amp;quot;]]&lt;br /&gt;
===&amp;quot;Degle&amp;quot;=== &lt;br /&gt;
[[File:H3VR Degle.jpg|thumb|none|600px|&amp;quot;''a wepon 2 sirpas [[Metal Gear Solid|metle geer]]''&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Degle Loading.jpg|thumb|none|600px|Loading a cardboard magazine into the cardboard pistol. These magazines hold 8 rounds; a real .50 Desert Eagle's magazine holds only seven, but then again, this isn't even supposed to be a &amp;quot;real&amp;quot; Desert Eagle in-game.]]&lt;br /&gt;
[[File:H3VR Degle Safe.jpg|thumb|none|600px|One of the more curious elements of the Degle is its fully functional safety, seen here in the &amp;quot;safe&amp;quot; position...]]&lt;br /&gt;
[[File:H3VR Degle Safety.jpg|thumb|none|600px|...and here in the &amp;quot;fire&amp;quot; position, with each manipulation of the switch producing an audibly bearded &amp;quot;tink&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Degle Racking.jpg|thumb|none|600px|Pulling back the slide; note that, interestingly, the Degle's black marker markings are written slightly differently on either side of the barrel, reflecting its small-hand-made nature.]]&lt;br /&gt;
[[File:H3VR Degle Aiming.jpg|thumb|none|600px|Demonstrating a small child's understanding of the concept called &amp;quot;aiming&amp;quot;; the cardboard sights are actually more serviceable than one might think, not that this shot really shows that.]]&lt;br /&gt;
[[File:H3VR Degle Firing.jpg|thumb|none|600px|The Degle in full recoil; yes, it even ejects cardboard casings.]]&lt;br /&gt;
[[File:H3VR Degle Ammo.jpg|thumb|none|600px|A list of the various types of .50 Imaginary rounds available, seen here in the ammo spawning panel. From top to bottom: &amp;quot;BOOOMY&amp;quot; (fragmenting explosive) rounds, &amp;quot;FLASHY&amp;quot; (tracer) rounds, the currently-selected &amp;quot;MEGA!!1!&amp;quot; rounds, &amp;quot;NERMAL&amp;quot; (normal) rounds, &amp;quot;POINTYOWW!&amp;quot; (armor-piercing) rounds, and &amp;quot;SOOPER SPESHUL&amp;quot; (high-velocity) rounds.]]&lt;br /&gt;
[[File:H3VR Degle Magazine.jpg|thumb|none|600px|Taking a look at a magazine filled with &amp;quot;SOOPER SPESHUL&amp;quot; rounds...]]&lt;br /&gt;
[[File:H3VR Degle Magazine Loaded.jpg|thumb|none|600px|...and loading it full of &amp;quot;NERMAL&amp;quot; cardboard rounds.]]&lt;br /&gt;
[[File:H3VR Degle Nermal.jpg|thumb|none|600px|The use of the game's optional bullet trails reveals that these have more or less the ballistics one would expect out of a piece of cardboard fired from another piece of cardboard. Nermal indeed.]]&lt;br /&gt;
[[File:H3VR Degle Sooper Speshul.jpg|thumb|none|600px|On the other hand, the &amp;quot;SOOPER SPESHUL&amp;quot; rounds fly straight as an arrow. Also note the exaggerated cloud of smoke, yet another by-product of this being a child's interpretation of how a gun works.]]&lt;br /&gt;
[[File:H3VR Degle Booomy.jpg|thumb|none|600px|The &amp;quot;BOOOMY&amp;quot; ammo, which produces a suitably impressive spray of red glowing shrapnel.]]&lt;br /&gt;
[[File:H3VR Degle MEGA!!1!.jpg|thumb|none|600px|Taking a look at a magazine full of blue-tipped &amp;quot;MEGA!!1!&amp;quot; rounds through the locked-open slide's ejection port; the cardboard rounds are, in fact, color-coded. But u cant see wat da MEGA bullitz do, becuz its SOOOOOOOPER SEEKRIT!!1!1!!!1]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
To compliment the .44 Mark VII, Update #58 added a [[Desert Eagle Mark XIX]] in .50 Action Express. The in-game handgun is a more recent Magnum Research model, with rails on the barrel and frame, and a ported barrel. On Day 10 of the Meatmas 2022 Advent Calendar event, not only did the Desert Eagle .50 AE get a model refresh, it was also joined by several other variants; one with a 10-inch barrel, one with a 14-inch barrel, and one with a different 14-inch barrel with a custom barrel attachment, similar to the one from ''[[Peacemaker - Season 1|Peacemaker]]''.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX w/ported, railed barrel and underbarrel rail - .50 AE]]&lt;br /&gt;
[[File:H3VR Desert Eagle .50.jpg|thumb|none|600px|Admiring the newer Desert Eagle.]]&lt;br /&gt;
[[File:H3VR Desert Eagle .50 Closeup.jpg|thumb|none|600px|A closeup of the barrel, which reveals that the handgun is marked &amp;quot;.50 AE&amp;quot;, and nothing else. No trademarks, no model designation, nothing.]]&lt;br /&gt;
[[File:H3VR Desert Eagle .50 Number.jpg|thumb|none|600px|Well, at least it has a serial number.]]&lt;br /&gt;
[[File:H3VR Desert Eagle .50 Loading.jpg|thumb|none|600px|Loading in a magazine.]]&lt;br /&gt;
[[File:H3VR Desert Eagle .50 Racking.jpg|thumb|none|600px|Chambering a .50 Action Express round.]]&lt;br /&gt;
[[File:H3VR Desert Eagle .50 Aiming.jpg|thumb|none|600px|Aiming, in a [[media:MW2_DEagle_(8).jpg|rather familiar-looking way]].]]&lt;br /&gt;
[[File:H3VR Desert Eagle .50 Firing.jpg|thumb|none|600px|Firing the handcannon.]]&lt;br /&gt;
[[File:Deagle Brushed Chrome.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX w/railed barrel - .50 AE]]&lt;br /&gt;
[[File:H3VR Deagle New Box.jpg|thumb|none|600px|On Day 10, a whole slew of new Desert Eagles were added, all conveniently packaged together - almost like one of those fancy boxes of assorted chocolates.]]&lt;br /&gt;
[[File:H3VR Deagle New Dual.jpg|thumb|none|600px|Well, all except one, that is - the one on the right wasn't added until the week's gifts hit the main branch. This particular version replaced the one further up this section; the only substantial difference is the non-ported barrel, which conveniently side-steps the issue of the original version being able to take suppressors. The left variant, aside from the fancy engravings and wooden grips, also features an underbarrel rail, for... whatever comes to mind, I suppose.]]&lt;br /&gt;
===&amp;quot;Desert Eagle 50 Marksman&amp;quot;===&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Desert Eagle Mk XIX with 10 inch barrel - .44 Magnum]]&lt;br /&gt;
[[File:H3VR Deagle 10 Left.jpg|thumb|none|600px|The longer Deagle, complete with rails above and below the barrel.]]&lt;br /&gt;
[[File:H3VR Deagle 10 Firing.jpg|thumb|none|600px|Highly useful for putting holes in... nothing, apparently.]]&lt;br /&gt;
===&amp;quot;Desert Eagle 50 14 inch&amp;quot;===&lt;br /&gt;
[[File:Desert Eagle Mk I 14 inch barrel.jpg|thumb|none|450px|Desert Eagle Mk I with 14 inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:H3VR Deagle 14 Right.jpg|thumb|none|600px|The longerer Deagle, in all its silly glory. While 10&amp;quot; barrels are a current factory option from MRI, the 14&amp;quot; version seems to have gone out of production before the Mark VII entered it, likely due to the understandably limited amount of customer interest in such a thing. As such, this Picatinny-railed 14-incher is presumably a custom job.]]&lt;br /&gt;
[[File:H3VR Deagle 14 Firing.jpg|thumb|none|600px|But hey, if you for some reason need that little extra bit of muzzle velocity out of your already-nonsensical handcannon - like, say, when performing a point-blank execution on a downed Sosig - then I suppose this'll certainly help.]]&lt;br /&gt;
===&amp;quot;Desert Eagle 50 Longslide&amp;quot;===&lt;br /&gt;
[[File:H3VR Deagle Heavy Racking.jpg|thumb|none|600px|And, finally, this variant - not any longererer, but certainly a fair bit girthier. Note that, as this shot shows, the &amp;quot;Longslide&amp;quot; moniker is a bit misleading; the actual slide is the same length, with the component that's actually been extended being the barrel. Aside from making it look a bit less... protuberant, and smoothing out the pistol's lines a bit, the extra weight on the underside of the barrel helps compensate for the recoil, among other things.]]&lt;br /&gt;
[[File:H3VR Deagle New Modded.jpg|thumb|none|600px|Of course, put a gun as ridiculous as the Desert Eagle in a game as ridiculous as ''H3'', and you can guess what's going to happen. The resulting mod setups can range from &amp;quot;reasonably tasteful&amp;quot;, as seen here, to &amp;quot;whoever made that should be misinformed about which end the bullets come out of&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
Update #58 added a much-requested handgun, the [[FN Five-seveN]]. The in-game weapon is a USG model, the most common of the bunch (despite no longer being in production), and has an FDE frame. The name &amp;quot;Five-seveN&amp;quot; refers to the pistol's 5.7x28mm ammunition, which unlike [[Heckler &amp;amp; Koch]]'s rival 4.6mm round is not [[Heckler &amp;amp; Koch UCP|completely useless as pistol ammunition.]] The capitalization used in the Five-seveN's name is to highlight the &amp;quot;FN&amp;quot; in [[FN Herstal]]'s name, as well as presumably to appeal to fans of American thrash metal.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN USG - 5.7x28mm]]&lt;br /&gt;
[[File:H3VR Five-SeveN Left.jpg|thumb|none|600px|The left side of the Five-seveN...]]&lt;br /&gt;
[[File:H3VR Five-SeveN Right.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
[[File:H3VR Five-SeveN Safe.jpg|thumb|none|600px|Toying with the safety.]]&lt;br /&gt;
[[File:H3VR Five-SeveN Safety.jpg|thumb|none|600px|Unusually for a striker-fired pistol, the Five-seveN's safety is also a decocker.]]&lt;br /&gt;
[[File:H3VR Five-SeveN Loading.jpg|thumb|none|600px|All that aside, it's high time to actually load the handgun.]]&lt;br /&gt;
[[File:H3VR Five-SeveN Racking.jpg|thumb|none|600px|And, of course, to chamber it. This also cocks the striker, rendering the above discussion of the decocker/safety a bit of a moot point.]]&lt;br /&gt;
[[File:H3VR Five-SeveN Aiming.jpg|thumb|none|600px|The Five-seveN's sights, which are of the adjustable 3-dot variety.]]&lt;br /&gt;
[[File:H3VR Five-SeveN Firing.jpg|thumb|none|600px|Firing off a shot.]]&lt;br /&gt;
[[File:H3VR Five-SeveN Ejecting.jpg|thumb|none|600px|That round plus 19 later, and the empty magazine is jettisoned from the pistol.]]&lt;br /&gt;
[[File:H3VR Five-SeveN Wall.jpg|thumb|none|600px|One of the new features introduced in Update #58 is the ability to rack pistol slides with things other than the user's hands, as seen in this appalling display of muzzle unawareness. The emptiness of the pistol and the range alike go some way to make up for this.]]&lt;br /&gt;
&lt;br /&gt;
==FN Model 1906==&lt;br /&gt;
Day 2 of the 2018 Meatmas Update brought along an [[FN Model 1906]] pocket pistol.&lt;br /&gt;
[[File:1906-browning 4.jpg|thumb|none|350px|FN Model 1906 - .25 ACP]]&lt;br /&gt;
[[File:H3VR FN 1906 Box.jpg|thumb|none|600px|The FN 1906 in its advent calendar box. This shot was, interestingly, captured the exact moment that the 2 dancing Sosigs next to the box spontaneously explode in a shower of mustard. Maybe it was from trying to pronounce the artist's name.]]&lt;br /&gt;
[[File:H3VR FN 1906 Right.jpg|thumb|none|600px|Taking a closer look at the pistol.]]&lt;br /&gt;
[[File:H3VR FN 1906 Left.jpg|thumb|none|600px|Yes, it really is this small.]]&lt;br /&gt;
[[File:H3VR FN 1906 Loading.jpg|thumb|none|600px|Loading in a magazine. If 6 rounds of .25 ACP doesn't sound like a whole lot, it's because it isn't.]]&lt;br /&gt;
[[File:H3VR FN 1906 Racking.jpg|thumb|none|600px|Still, better than nothing.]]&lt;br /&gt;
[[File:H3VR FN 1906 Closeup.jpg|thumb|none|600px|Taking an even closer look. Interestingly, in a game full of obfuscated trademarks, the 1906 has a perfectly intact FN logo molded into both sides' grip panels.]]&lt;br /&gt;
[[File:H3VR FN 1906 Aiming.jpg|thumb|none|600px|Aiming at a wooden target. Being designed more for concealment than combat, the 1906 uses an interesting combination of an imaginary rear sight notch, lined up with a front post made of air.]]&lt;br /&gt;
[[File:H3VR FN 1906 Firing.jpg|thumb|none|600px|Surprisingly, a few rounds of .25 makes rather quick work of the target. Though, to be fair, it'll do that if you hit it with a stick hard enough, so it's not like the bar is set all that high.]]&lt;br /&gt;
[[File:H3VR FN 1906 Ejecting.jpg|thumb|none|600px|Dropping out an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Fort-12==&lt;br /&gt;
The first experimental build of Update #102 brought along the [[Fort-12]], simply named the &amp;quot;F12&amp;quot;.&lt;br /&gt;
[[File:Fort-12.jpg|thumb|none|350px|Fort-12 - 9x18mm Makarov]]&lt;br /&gt;
[[File:H3VR Fort Right.jpg|thumb|none|600px|New build, new map, new pistol. Pretty sweet deal, honestly.]]&lt;br /&gt;
[[File:H3VR Fort Safety.jpg|thumb|none|600px|Even if it won't fire for some stupid-]]&lt;br /&gt;
[[File:H3VR Fort Left.jpg|thumb|none|600px|''&amp;quot;-oh.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Fort Loading.jpg|thumb|none|600px|Even with the safety disengaged, of course, it's not going to fire without any ammunition. Luckily, the gun has a convenient mechanism for holding it - 12 rounds of 9x18mm Makarov, in a double-stack magazine.]]&lt;br /&gt;
[[File:H3VR Fort Racking.jpg|thumb|none|600px|Plus one in the chamber, if you're so inclined.]]&lt;br /&gt;
[[File:H3VR Fort Aiming.jpg|thumb|none|600px|Taking aim at what appears to be a load-bearing air conditioning unit...]]&lt;br /&gt;
[[File:H3VR Fort Firing.jpg|thumb|none|600px|...and firing a couple rounds at it. Mutually-exclusive actions, I assure you.]]&lt;br /&gt;
[[File:H3VR Fort Locked.jpg|thumb|none|600px|With 12 rounds of 9x18mm proving insufficient to topple an entire building, the pistol locks open, and the magazine, having outlived its usefulness, decides to make a run for it.]]&lt;br /&gt;
&lt;br /&gt;
==French UNION==&lt;br /&gt;
So far the only known media appearance of this fairly rare French machine pistol, the [[UNION pistol|UNION]] was a version of the [[Ruby]] capable of full-auto fire. It had a distinctive 35-round horseshoe magazine, which is replicated in-game.&lt;br /&gt;
[[File:Frenchunion.jpg|thumb|none|350px|French UNION with magazine and loading tool - .32 ACP]]&lt;br /&gt;
[[File:H3VR Union.jpg|thumb|none|600px|When you have a game with the word &amp;quot;Horseshoes&amp;quot; in the name, you need to have a gun involving horseshoes. It's just mandatory.]]&lt;br /&gt;
[[File:H3VR Union Loading.jpg|thumb|none|600px|Loading in the magazine...]]&lt;br /&gt;
[[File:H3VR Union Loaded.jpg|thumb|none|600px|...which results in something exactly as ridiculous-looking as you'd expect.]]&lt;br /&gt;
[[File:H3VR Union Cocking.jpg|thumb|none|600px|Pulling back the UNION's slide.]]&lt;br /&gt;
[[File:H3VR Union Aiming.jpg|thumb|none|600px|Aiming; this is a rather pointless activity, considering both the weapon's lack of sights and its short effective range.]]&lt;br /&gt;
[[File:H3VR Union Firing.jpg|thumb|none|600px|Unleashing a barrage of .32 ACP rounds.]]&lt;br /&gt;
[[File:H3VR Union Locked.jpg|thumb|none|600px|35 of the aforementioned rounds later, the UNION locks open, showing off the fluting of the barrel, which is normally covered by the slide.]]&lt;br /&gt;
[[File:H3VR Union Closeup.jpg|thumb|none|600px|A closeup of the pistol, following a quick mag change. This shows off the labeled witness holes in the magazine (which actually allow for the viewing of cartridges in-game, and are placed every 5 rounds, starting at 15), as well as the markings, which read &amp;quot;PISTOLET AUTOMATIQUE FRANCAIS&amp;quot; on the first line, &amp;quot;FABRIQUE A STETIENNE-CAL 7.65&amp;quot; on the second, &amp;quot;UNION&amp;quot; both on the grip and to the right of the other slide markings (in quotation marks on the latter, oddly enough), and &amp;quot;TRADE MARK&amp;quot; surrounding a manufacturer's logo in the center of the grip panel. While not visible here, the front of the lower frame indicates that the serial number is 0424, and the magazine is marked &amp;quot;CHARGEUR &amp;quot;UNION&amp;quot; CAL.7/65 B&amp;lt;sup&amp;gt;TE&amp;lt;/sup&amp;gt; S.G.D.G&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Union Stacked.jpg|thumb|none|600px|Just in case it wasn't ridiculous enough already, the unique magazine shape of the UNION allows for... this.]]&lt;br /&gt;
[[file:H3unionloop.jpg|thumb|none|600px|That, in turn, allows for a particularly enterprising lunatic to do ''this''. And they said that the engine didn't support loose chains...]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Update #53 added a series of 9x19mm [[Glock]] pistols, the first of which being the ubiquitous [[Glock 17]] to ''H3VR'', specifically a 4th-generation model. It comes in 2 flavors - vanilla, and &amp;quot;Custom&amp;quot;, the latter having a flared magazine well, raised aftermarket iron sights, a slide-mounted red dot sight, and a modified slide resembling the ZEV Technologies Dragonfly, with diagonal slide serrations and milling cuts around the barrel. It also comes with a unique 20-round magazine, interchangeable with the other 9mm Glocks.&lt;br /&gt;
&lt;br /&gt;
Update #92 replaced the former gun's model, largely because its textures did not play nicely with the game's lighting system; the replacement model is a 3rd-generation version. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR G17 Left.jpg|thumb|none|600px|Examining the Glock. The aggressive grip texturing, large magazine release, and straighter dustcover peg this as a Gen 4 model.]]&lt;br /&gt;
[[File:H3VR G17 Right.jpg|thumb|none|600px|The other side. Were it not for the fact that it's a couple generations too modern, one could assume that the dust came from [[Half-Life#Glock 17|all that time in the desert]].]]&lt;br /&gt;
[[File:H3VR G17 Loading.jpg|thumb|none|600px|Loading in a has-absolutely-nothing-to-do-with-the-model-number 17-round magazine.]]&lt;br /&gt;
[[File:H3VR G17 Racking.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:H3VR G17 Aiming.jpg|thumb|none|600px|Taking a look through the Glock's factory-standard Patridge iron sights.]]&lt;br /&gt;
[[File:H3VR G17 Firing.jpg|thumb|none|600px|Sending a round downrange.]]&lt;br /&gt;
[[File:H3VR G17 Laser.jpg|thumb|none|600px|Taking advantage of the Glock's frame-mounted rail, and affixing a laser sight. But this isn't just any ordinary laser sight...]]&lt;br /&gt;
[[File:H3VR G17 Laser Dot.jpg|thumb|none|600px|...it's a ''purple'' laser sight.]]&lt;br /&gt;
[[File:H3VR G17 Laser Firing.jpg|thumb|none|600px|Giving the bullseye a taste of some violet violence.]]&lt;br /&gt;
[[File:H3VR G17 Ejecting.jpg|thumb|none|600px|All alliterations aside, an arresting abstract abolishes an abandoned armory after an abrupt age amidst an advanced abbreviated arquebus.]]&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR G17 New Left.jpg|thumb|none|600px|Standing out on the less fun side of the firing line with the newer Glock.]]&lt;br /&gt;
[[File:H3VR G17 New Right.jpg|thumb|none|600px|A closer look at said handgun reveals that, with its less pronounced grip texturing and more curved dustcover, this &amp;quot;newer&amp;quot; gun is actually a slightly older model.]]&lt;br /&gt;
[[File:H3VR G17 New Loading.jpg|thumb|none|600px|Loading in a magazine (also new, as it came with the gun). Remember what the back of this mag looks like; it'll be important later.]]&lt;br /&gt;
[[File:H3VR G17 New Racking.jpg|thumb|none|600px|Racking the slide; not much has changed in this department, though the end of the guide rod is slightly smaller.]]&lt;br /&gt;
[[File:H3VR G17 New Aiming.jpg|thumb|none|600px|The irons are, likewise, largely the same, though they no longer have white paint for extra contrast.]]&lt;br /&gt;
[[File:H3VR G17 New Firing.jpg|thumb|none|600px|Firing a round at what is definitely not somebody's headstone. Hey, their fault for putting it there.]]&lt;br /&gt;
[[File:H3VR G17 New Magazine.jpg|thumb|none|600px|Going from &amp;quot;now&amp;quot; to &amp;quot;later&amp;quot;, and popping out the magazine for a quick look; unlike the prior model, this magazine has modeled witness holes, allowing the user to check exactly how many rounds remain.]]&lt;br /&gt;
[[File:H3VR G17 New Explosion.jpg|thumb|none|600px|Setting off an explosive barrel; with the exciting news of modeled witness holes having just hit home, it's entirely understandable that one would forget what explosions do to nearby people.]]&lt;br /&gt;
[[File:H3VR G17 New Locked.jpg|thumb|none|600px|And to forget that your ammunition supply is, in fact, finite. Conveniently enough, the gun will remind you of this without even requiring you to take the magazine out.]]&lt;br /&gt;
===Custom===&lt;br /&gt;
[[File:ZEV Glock 17.jpg|thumb|none|350px|Custom Glock 17 with ZEV Technologies Dragonfly slide, ZEV slim aluminum magwell, and other custom parts - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR G17 Custom Left.jpg|thumb|none|600px|&amp;quot;''With these upgrades, you never stood a chance.''&amp;quot;]]&lt;br /&gt;
[[File:H3VR G17 Custom Right.jpg|thumb|none|600px|The other side of the pseudo-racegun G17.]]&lt;br /&gt;
[[File:H3VR G17 Custom Magazine.jpg|thumb|none|600px|Grabbing one of the special magazines, and...]]&lt;br /&gt;
[[File:H3VR G17 Custom Loading.jpg|thumb|none|600px|&amp;quot;Nah.&amp;quot;]]&lt;br /&gt;
[[File:H3VR G17 Custom Racking.jpg|thumb|none|600px|Racking the heavily-milled slide.]]&lt;br /&gt;
[[File:H3VR G17 Custom Aiming.jpg|thumb|none|600px|Taking a look through the integrated red-dot sight, which co-witnesses with the aftermarket raised 3-dot sights.]]&lt;br /&gt;
[[File:H3VR G17 Custom Firing.jpg|thumb|none|600px|Firing off a shot, after having the common sense to move the pistol a little further from the face.]]&lt;br /&gt;
[[File:H3VR G17 Custom Red Laser.jpg|thumb|none|600px|Trying out a couple of laser sights...]]&lt;br /&gt;
[[File:H3VR G17 Custom Red Laser Dot.jpg|thumb|none|600px|...this one being red...]]&lt;br /&gt;
[[File:H3VR G17 Custom Green Laser.jpg|thumb|none|600px|...and this one being...]]&lt;br /&gt;
[[File:H3VR G17 Custom Green Laser Dot.jpg|thumb|none|600px|...green.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The second (or third, if you count the custom G17) [[Glock]] variant added in Update #53 is a 2nd-generation [[Glock 18]] machine pistol.&lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR G18.jpg|thumb|none|600px|Taking a look at the G18.]]&lt;br /&gt;
[[File:H3VR G18 Closeup.jpg|thumb|none|600px|A closeup of the Glock, which gives a good look at the mysterious switch on the slide...]]&lt;br /&gt;
[[File:H3VR G18 Loading.jpg|thumb|none|600px|Loading in a magazine.]]&lt;br /&gt;
[[File:H3VR G18 Racking.jpg|thumb|none|600px|Giving the slide a tug.]]&lt;br /&gt;
[[File:H3VR G18 Aiming.jpg|thumb|none|600px|Taking a look through the irons; like the 17, these are factory Patridge sights.]]&lt;br /&gt;
[[File:H3VR G18 Firing.jpg|thumb|none|600px|Firing off a shot.]]&lt;br /&gt;
[[File:H3VR G18 Semi.jpg|thumb|none|600px|Remembering the mysterious switch from earlier. Wonder what it does...]]&lt;br /&gt;
[[File:H3VR G18 Auto.jpg|thumb|none|600px|&amp;quot;Well, only one way to find out...&amp;quot;]]&lt;br /&gt;
[[File:H3VR G18 Firing Auto.jpg|thumb|none|600px|&amp;quot;Oh.&amp;quot;]]&lt;br /&gt;
[[File:H3VR G18 Ejecting.jpg|thumb|none|600px|Dropping out the emptied-in-under-a-second magazine.]]&lt;br /&gt;
[[File:H3VR G18 Suppressor.jpg|thumb|none|600px|Attaching a suppressor...]]&lt;br /&gt;
[[File:H3VR G18 Suppressor Loading.jpg|thumb|none|600px|...loading in a 33-round magazine...]]&lt;br /&gt;
[[File:H3VR G18 Firing Suppressed.jpg|thumb|none|600px|...and going to town.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18C===&lt;br /&gt;
Update #92 added a 4th-generation Glock 18C as a more modern alternative, as the only other modern machine pistol had been the Glock 22 Full-Auto Mod. Factory made Glock 18C pistols aren't currently known to exist in Gen 4, though there are some Khyber Pass copies in this configuration.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd generation) - 9x19mm Parabellum. Note that the compensator cuts that set this model apart from the standard Glock 18 are not visible from this angle.]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th generation) - 9x19mm Parabellum. Image provided to show the Gen 4 features, namely the interchangeable backstrap, more aggressive grip texture, and larger magazine release.]]&lt;br /&gt;
[[File:H3VR G18C Right.jpg|thumb|none|600px|Checking out some of the new gear in the Meatmas Snowglobe scene. While this may appear at first glance to be just another Glock with a funny-colored slide, a closer inspection reveals that it is actually...]]&lt;br /&gt;
[[File:H3VR G18C Left.jpg|thumb|none|600px|...another ''fully-automatic'' Glock with a funny-colored slide.]]&lt;br /&gt;
[[File:H3VR G18C Loading.jpg|thumb|none|600px|Loading in a standard 17-round magazine; since this particular Glock came in the same update as the replacement G17 model, these are the latter gun's magazines, modeled witness holes and all.]]&lt;br /&gt;
[[File:H3VR G18C Racking.jpg|thumb|none|600px|Chambering a round; here the compensator cuts in the top of the slide and barrel are visible.]]&lt;br /&gt;
[[File:H3VR G18C Firing.jpg|thumb|none|600px|And here, their effects are visible - good for recoil management, not so much for actually seeing what you're shooting at.]]&lt;br /&gt;
[[File:H3VR G18C Aiming.jpg|thumb|none|600px|A good view of the standard factory Patridge sights, as seen just after popping another Weinerbot in the dome.]]&lt;br /&gt;
[[File:H3VR G18C Auto.jpg|thumb|none|600px|Sure, semi-auto's all well and good and practical, but why not have a little fun?]]&lt;br /&gt;
[[File:H3VR G18C Ejecting.jpg|thumb|none|600px|As it turns out, a 17-round magazine is why not, especially when the fun in question occurs at 1,200 RPM.]]&lt;br /&gt;
[[File:H3VR G18C Drum.jpg|thumb|none|600px|Solution: a 50-round drum.]]&lt;br /&gt;
[[File:H3VR G18C Spraying.jpg|thumb|none|600px|With that problem sorted, it's back to merrily hosing down Weinerbots. Fun times all around, excluding a small cone extending directly from the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The third (or, again, fourth if the customized G17 is counted) and final Update #53 [[Glock]] is a 3rd-gen [[Glock 19]] with an FDE frame and a extended threaded barrel. Before it was made a usable weapon, a cartoonish-looking compact-sized Glock was made available to Soldier Weinerbots in Update #46.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|350px|Glock 19 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR G19 Left.jpg|thumb|none|600px|Looking over the G19; the &amp;quot;19&amp;quot;, &amp;quot;AUSTRIA&amp;quot;, and &amp;quot;9x19&amp;quot; markings are present, but the manufacturer's trademark is conspicuously absent.]]&lt;br /&gt;
[[File:H3VR G19 Right.jpg|thumb|none|600px|The other side of the Glock. Not much to say here. Well, not without starting a debate about Flat Dark Earth finishes, anyway.]]&lt;br /&gt;
[[File:H3VR G19 Loading.jpg|thumb|none|600px|Mashing a 33-round magazine into the pistol. The G19 has no magazine of its own; presumably, this is due to the fact that while the other 9x19mm Glocks' magazines can fit into the G19, the G19's 15-rounder can't fit into the larger models, and ''H3'''s code doesn't support that sort of one-way compatibility.]]&lt;br /&gt;
[[File:H3VR G19 Racking.jpg|thumb|none|600px|Putting the first of the 33 aforementioned cartridges into the chamber.]]&lt;br /&gt;
[[File:H3VR G19 Aiming.jpg|thumb|none|600px|A look at the sights; unlike the [[Glock 17|G17]] and [[Glock 18|G18]] (but like the [[Glock 22|G22]]), the G19 uses 3-dot irons.]]&lt;br /&gt;
[[File:H3VR G19 Sights.jpg|thumb|none|600px|The alpha build of Update #69 changed these dots from white to a bright, luminous green, making the sights easier to use in low-light environments, at the cost of making them harder to use in high-radioactive-waste environments.]]&lt;br /&gt;
[[File:H3VR G19 Firing.jpg|thumb|none|600px|Letting a 9x19mm round fly.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22==&lt;br /&gt;
The [[Glock 22]] is one of the available handguns in-game, added in Update #5; a version converted to fire in full-auto was added in a later update.&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (3rd Generation) - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:H3VR G22.jpg|thumb|none|600px|A Glock 22 and a corresponding magazine on their respective pedestals at the start of the Gun-nasium, an timed obstacle course/shooting challenge that was used initially to test a new form of grab-based movement.]]&lt;br /&gt;
[[File:H3VR G22 Loading.jpg|thumb|none|600px|Loading in a 15-round magazine.]]&lt;br /&gt;
[[File:H3VR G22 Racking.jpg|thumb|none|600px|Racking the Glock's slide.]]&lt;br /&gt;
[[File:H3VR G22 Firing.jpg|thumb|none|600px|Shooting at a target; in the Gun-nasium, these take the form of mysterious blue cubes that levitate in place and shatter when shot.]]&lt;br /&gt;
[[File:H3VR G22 Aiming.jpg|thumb|none|600px|Putting the Glock's illuminated 3-dot sights to good use, taking care of a row of the aforementioned Mysterious Blue Cubes.]]&lt;br /&gt;
[[File:H3VR G22 Ejecting.jpg|thumb|none|600px|Dropping an empty magazine, and watching it fall about 20 feet to the floor.]]&lt;br /&gt;
[[File:H3VR G22 Auto Loading.jpg|thumb|none|600px|Now on stable ground, the player character loads an extended magazine into the full-auto-converted G22, which looks more or less completely identical to the standard version.]]&lt;br /&gt;
[[File:H3VR G22 Auto Firing.jpg|thumb|none|600px|Shredding a target with a salvo of .40 S&amp;amp;W rounds.]]&lt;br /&gt;
[[File:H3VR G22 Closeup.jpg|thumb|none|600px|A close-up of the slide, which shows off the rather... ''interestingly'' obfuscated markings.]]&lt;br /&gt;
[[File:H3VR G22 Rail.jpg|thumb|none|600px|Deciding that iron sights are for squares, our player character tacks on his hip front rail...]]&lt;br /&gt;
[[File:H3VR G22 Abomination.jpg|thumb|none|600px|...before accidentally creating an abomination unto God and man.]]&lt;br /&gt;
==Glock 41==&lt;br /&gt;
The [[Glock 41]] was added in Update #105 Alpha 2, simply referred to as the &amp;quot;G41&amp;quot;; its inclusion means that, factoring out frame width, all but two of the main Glock sizes are available in ''H3'' (i.e. standard, compact, and competition models are present, while subcompact and longslide models aren't).&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:H3VR G41 Left.jpg|thumb|none|600px|Standing out in the Hangar, examining the G41.]]&lt;br /&gt;
[[File:H3VR G41 Right.jpg|thumb|none|600px|A new record-holder, with a staggering 19-G lead.]]&lt;br /&gt;
[[File:H3VR G41 Loading.jpg|thumb|none|600px|Loading in a magazine; these held 15 rounds upon release, but were later corrected to 13.]]&lt;br /&gt;
[[File:H3VR G41 Racking.jpg|thumb|none|600px|Chambering one of these however-many rounds as you would expect.]]&lt;br /&gt;
[[File:H3VR G41 Aiming.jpg|thumb|none|600px|Aiming at a window; the sight picture is pretty typical for Glocks, though the longer sight radius makes the front post seem a bit narrower.]]&lt;br /&gt;
[[File:H3VR G41 Firing.jpg|thumb|none|600px|Attempting to put an end to the pane.]]&lt;br /&gt;
[[File:H3VR G41 Locked.jpg|thumb|none|600px|Unfortunately, the pane is unending, while the pistol's ammunition supply is not.]]&lt;br /&gt;
[[File:H3VR G41 Checking.jpg|thumb|none|600px|Attempting to avoid focusing on the pane, and playing around with a racegun-style setup; fitting for a &amp;quot;competition&amp;quot;-pattern Glock, though the 40-round aftermarket drum magazine is a bit out of place. It makes a bit more sense on the [[KRISS Vector]] - then again, that's the gun they were added for, with the drum predating the G41's inclusion in ''H3''.]]&lt;br /&gt;
[[File:H3VR G41 Reticle.jpg|thumb|none|600px|Ringing some steel; yes, this is indeed the &amp;quot;YOLOgraphic&amp;quot; sight.]]&lt;br /&gt;
[[File:H3VR G41 Ejecting.jpg|thumb|none|600px|Even a 40-round drum magazine is still, ultimately, finite. And yet, the pane remains.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Gluger&amp;quot;==&lt;br /&gt;
Stealth-added as a rare drop in Take &amp;amp; Hold and Meat Grinder, the &amp;quot;Gluger&amp;quot; is (as the name would imply) a hybrid of a [[Glock]] and a [[Luger]] - to be exact, it's a [[Glock 19]] frame with a [[Luger P08]] barrel, toggle system, and upper frame.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|350px|Glock 19 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Gluger overview.JPG|thumb|none|600px|The Gluger: a better Luger, or a worse Glock? You decide!]]&lt;br /&gt;
[[File:H3VR Gluger rail.JPG|thumb|none|600px|A better look at the underside rail from the glock frame. One of the advantages of this gun over its also freakish brother, the Llock.]]&lt;br /&gt;
[[File:H3VR Gluger load.JPG|thumb|none|600px|The other advantage being its base magazine size is significantly larger; here we see a standard 15 round glock magazine inserted.]]&lt;br /&gt;
[[File:H3VR Gluger toggle.JPG|thumb|none|600px|Chambering the gun using the toggle lock.]]&lt;br /&gt;
[[File:H3VR Gluger aim.JPG|thumb|none|600px|The main disadvantage are the tiny sights from the Luger...]]&lt;br /&gt;
[[File:H3VR Gluger fire.JPG|thumb|none|600px|As well as the huge toggle lock disrupting the sight picture.]]&lt;br /&gt;
[[File:H3VR Gluger empty.JPG|thumb|none|600px|The now empty Gluger, awaiting more carnage.]]&lt;br /&gt;
[[File:H3VR Gluger extended.JPG|thumb|none|600px|As typical for Glock pistols, this Gluger can use any 9x19mm glock magazine, including the extended 33 rounder.]]&lt;br /&gt;
[[File:H3VR Gluger attachment.JPG|thumb|none|600px|...but why stop there with this abomination?]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
Alpha 1 of Update #94 added the [[GSh-18]], as part of an effort to expand the game's previously rather limited selection of modern Russian handguns.&lt;br /&gt;
[[File:Gsh18-l.jpg|thumb|none|350px|GSh-18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR GSh Left.jpg|thumb|none|600px|Looking over the GSh-18 in the Cappocollosseum's lobby.]]&lt;br /&gt;
[[File:H3VR GSh Right.jpg|thumb|none|600px|It's a bit rough, but still serviceable.]]&lt;br /&gt;
[[File:H3VR GSh Loading.jpg|thumb|none|600px|Loading in a mag full of overpressure API (armor-piercing incendiary) rounds. We'd've used the more appropriate 7N31 +P AP ammo, but it was [[Escape from Tarkov|out of stock]].]]&lt;br /&gt;
[[File:H3VR GSh Racking.jpg|thumb|none|600px|Racking the slide shows off one of the GSh-18's more unique features: it is a rotating-barrel pistol, with a truly stupendous number of locking lugs around the barrel (presumably to allow it to use the aforementioned high-pressure 7N31 ammo).]]&lt;br /&gt;
[[File:H3VR GSh Aiming.jpg|thumb|none|600px|Looking through the sights, and scanning the target area for, well, targets.]]&lt;br /&gt;
[[File:H3VR GSh Firing.jpg|thumb|none|600px|Finding one in a rather inopportune state (i.e. mid-air), and taking a few potshots.]]&lt;br /&gt;
[[File:H3VR GSh Ejecting.jpg|thumb|none|600px|Eighteen potshots, to be precise, which is why an empty magazine is now coming out of the grip. Y'know, it hadn't really hit me just how many holes they punched in these things...]]&lt;br /&gt;
[[File:H3VR GSh Releasing.jpg|thumb|none|600px|Thumbing the slide release, and sending a fresh round into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23==&lt;br /&gt;
The fourth alpha of Update #85 added another long-requested handgun - the [[Heckler &amp;amp; Koch Mark 23]], complete with its distinctive attachable LAM.&lt;br /&gt;
[[File:Mk23.jpg|thumb|none|350px|Heckler &amp;amp; Koch Mark 23 - .45 ACP]]&lt;br /&gt;
[[File:H3VR Mk23 Safe.jpg|thumb|none|600px|Skulking about in a secret underground purple-manufacturing facility, [[Metal Gear Solid|Solid Steak]] draws his Mark 23.]]&lt;br /&gt;
[[File:H3VR Mk23 Left.jpg|thumb|none|600px|He then turns off the safety.]]&lt;br /&gt;
[[File:H3VR Mk23 Right.jpg|thumb|none|600px|Examining the other side of the pistol; note the lack of front cocking serrations, showing this to be a production model, rather than the prototypes that some games depict.]]&lt;br /&gt;
[[File:H3VR Mk23 Loading.jpg|thumb|none|600px|Being the strong, capable agent that he is, Steak forgoes having a loader, and instead simply loads and operates his crew-served handgun alone.]]&lt;br /&gt;
[[File:H3VR Mk23 Chambering.jpg|thumb|none|600px|Chambering a round (and appropriately tilting the barrel upwards); seeing as this is an Offensive Handgun Weapon System, what else would this be but .45 ACP?]]&lt;br /&gt;
[[File:H3VR Mk23 Aiming.jpg|thumb|none|600px|Aiming at a wall, waiting for an exclamation mark to pop up above it.]]&lt;br /&gt;
[[File:H3VR Mk23 Firing.jpg|thumb|none|600px|''&amp;quot;Maybe it was the right thing to do, maybe it wasn't. I don't know, and I'm not sure if I ever will. All I know is that, in that moment, I had a choice: me, or the wall. The fact that I'm saying this should tell you which one I chose.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Mk23 Ejecting.jpg|thumb|none|600px|Having finished his brooding, Steak dramatically pitches an empty magazine into the floor.]]&lt;br /&gt;
[[File:H3VR Mk23 Attaching.jpg|thumb|none|600px|Of course, what's the point of a SOCOM without the fixings? The suppressor was already in the game (having been added along with the &amp;quot;QC9 PDW&amp;quot;), while the proprietary (i.e. not Picatinny-compatible) LAM unit was implemented for this gun alone.]]&lt;br /&gt;
[[File:H3VR Mk23 Laser.jpg|thumb|none|600px|As with the real deal, it has multiple functions: there's a laser...]]&lt;br /&gt;
[[File:H3VR Mk23 Light.jpg|thumb|none|600px|...a flashlight...]]&lt;br /&gt;
[[File:H3VR Mk23 Both.jpg|thumb|none|600px|...and (C), all of the above. The real deal also has IR options, but implementing night-vision goggles into a game like ''H3'' would require more time, effort, and bug-hunting than would ultimately be worth it.]]&lt;br /&gt;
[[File:H3VR Mk23 Harries.jpg|thumb|none|600px|Engaging in the time-honored tradition of camping in the enemy team's spawn with a decked-out Mark 23; recoil reduction can be achieved with a spare magazine in the off-hand, allowing you to put your Harries technique practice to good use even with an underbarrel flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SP5K==&lt;br /&gt;
One of the many [[Heckler &amp;amp; Koch MP5]] variants added in Update #63, the SP5K is a civilian semi-auto-only variant of the [[MP5K]], and can be considered a current-day equivalent to H&amp;amp;K's earlier [[Heckler &amp;amp; Koch SP89|SP89]]. ''H3VR'' is the first piece of media known to include the SP5K. It accounts for 4 of the update's ''28'' MP5 variants, all of which differ in stocks: the standard SP5K doesn't have one, the &amp;quot;SP5KA2&amp;quot; has a fixed stock, the &amp;quot;SP5KA3&amp;quot; has a collapsible stock, and the &amp;quot;SP5K Folding&amp;quot; has a PDW-style folding stock. These are relatively in keeping with standard MP5 naming conventions (though H&amp;amp;K isn't known to use the word &amp;quot;folding&amp;quot; in any of its firearm names), but are all fictional - the SP5K is intended for the US civilian market as a &amp;quot;pistol&amp;quot; (which is why it is on the ''H3VR'' pistol page, even though technically it is a compact carbine), and giving it a stock would make it subject to NFA regulations on short-barreled rifles; while a stocked SP5K could be created, it isn't a factory product, and anyone who created/purchased one would have to pay $200.00 USD to the Bureau of Alcohol, Tobacco, Firearms, and Explosives to own it.&lt;br /&gt;
[[File:SP5K.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR SP5K Charging.jpg|thumb|none|600px|Jumping right on into things, and pulling back the SP5K's charging handle.]]&lt;br /&gt;
[[File:H3VR SP5K Locking.jpg|thumb|none|600px|What's this locking notch for, you ask? Well, in the words of a certain mouse (whose name shan't be mentioned here, for fear of copyright infringement), &amp;quot;'''It's a surprise tool that will help us later!'''&amp;quot;]]&lt;br /&gt;
[[File:H3VR SP5K Left.jpg|thumb|none|600px|Pausing the into-things-jumping for a second to admire the SP5K.]]&lt;br /&gt;
[[File:H3VR SP5K Right.jpg|thumb|none|600px|The other side. Note the paddle-style magazine release in front of the trigger guard; this was later removed, as it isn't a feature of the actual SP5K. This is due to the fact that the paddle magazine release on a standard MP5 is attached to the front receiver pin, which isn't included on civilian semi-auto lower receivers. This, in turn, is due to BATFE regulations on automatic weapons; civilian MP5 lowers don't use the standard receiver pin setup, because if they did, then the BATFE would regulate them as machine guns, on the grounds that one could easily affix a select-fire MP5 trigger group to the otherwise semi-auto firearm and make it fully-automatic.]]&lt;br /&gt;
[[File:H3VR SP5K Safe.jpg|thumb|none|600px|Being, as mentioned, aimed at civilians, the SP5K's selector switch has only 2 settings: &amp;quot;no bullets&amp;quot;...]]&lt;br /&gt;
[[File:H3VR SP5K Safety.jpg|thumb|none|600px|...and &amp;quot;one bullet&amp;quot;. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Y'know, looking back at it, maybe &amp;quot;aimed at civilians&amp;quot; wasn't the best choice of words...]]&lt;br /&gt;
[[File:H3VR SP5K Loading.jpg|thumb|none|600px|Attempting to move past this awkward moment by loading a 15-round magazine into the SP5K; this, however, ends up not really looking any less awkward in the end.]]&lt;br /&gt;
[[File:H3VR SP5K Locked.jpg|thumb|none|600px|Hey, remember that &amp;quot;surprise tool&amp;quot; from earlier?]]&lt;br /&gt;
[[File:H3VR SP5K Slap.jpg|thumb|none|600px|Here's it helping us later. Which is now. And also earlier, since this is a pre-captured screenshot. Make sense?]]&lt;br /&gt;
[[File:H3VR SP5K Firing.jpg|thumb|none|600px|Firing the SP5K, whilst contemplating the mysteries of life and the strange, confounding concept known as &amp;quot;time&amp;quot;. And whether or not there's any more of that spicy pepper cheese left in the fridge.]]&lt;br /&gt;
[[File:H3VR SP5KA2.jpg|thumb|none|600px|The SP5K &amp;quot;A2&amp;quot;, which has a stock that stays put...]]&lt;br /&gt;
[[File:H3VR SP5KA3.jpg|thumb|none|600px|...the SP5K &amp;quot;A3&amp;quot;...]]&lt;br /&gt;
[[File:H3VR SP5KA3 Extending.jpg|thumb|none|600px|...which has a stock that ''e x t e n d s'' ... ]]&lt;br /&gt;
[[File:H3VR SP5K Folding.jpg|thumb|none|600px|...and the SP5K &amp;quot;Folding&amp;quot;...]]&lt;br /&gt;
[[File:H3VR SP5K Folding Folding.jpg|thumb|none|600px|...which has a stock that, well, folds.]]&lt;br /&gt;
[[File:H3VR SP5K Folding Firing.jpg|thumb|none|600px|Perfect if you want to ignore its sole distinguishing feature.]]&lt;br /&gt;
[[File:H3VR SP5K Aiming.jpg|thumb|none|600px|It also has, like all the other MP5 variants, adjustable diopter drum sights. However, like the other MP5 variants, use of any setting other than the default is only recommended for the exceptionally steady-handed or the exceptionally masochistic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Match==&lt;br /&gt;
One of a pair of [[USP]]s added in Update #69, the [[Heckler &amp;amp; Koch USP Match]] adds to ''H3'''s pool of available .45s. The irony of a gun with a &amp;quot;six-inch&amp;quot; barrel being added in Update #69 may have been noted by those readers whose minds are in the gutter.&lt;br /&gt;
&lt;br /&gt;
Update #87, which carried a general theme of ''[[Half-Life 2]]'' (in part due to the release of ''[[Half-Life: Alyx]]'' a couple days prior), added an additional variant of the USP Match chambered in 9x19mm.&lt;br /&gt;
[[File:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm Parabellum. Unlike this image, the one immediately below is chambered in .45 ACP.]]&lt;br /&gt;
[[File:H3VR USP Table.jpg|thumb|none|600px|Put 'em together, and you get... one of the objects on this table.]]&lt;br /&gt;
[[File:H3VR USP Match Right.jpg|thumb|none|600px|Examining the USP Match. The stainless finish is quite nice...]]&lt;br /&gt;
[[File:H3VR USP Match Left.jpg|thumb|none|600px|...though it can make bright lights a bit of a problem.]]&lt;br /&gt;
[[File:H3VR USP Match Loading.jpg|thumb|none|600px|Loading in a magazine.]]&lt;br /&gt;
[[File:H3VR USP Match Racking.jpg|thumb|none|600px|Chambering a round. A nice little detail worth noting, the barrel is correctly depicted as tilting upwards.]]&lt;br /&gt;
[[File:H3VR USP Match Aiming.jpg|thumb|none|600px|Aiming the pistol. While they ought to [[Tomb Raider: The Angel of Darkness#Heckler &amp;amp; Koch USP Match|be]] [[Tomb Raider: Legend#Heckler &amp;amp; Koch USP Match|used]] [[Tomb Raider: Underworld#Heckler &amp;amp; Koch USP Match|in]] [[Lara Croft and the Guardian of Light#Heckler &amp;amp; Koch USP Match|pairs]], the right-hand pistol called in sick this morning, so we'll just have to make do.]]&lt;br /&gt;
[[File:H3VR USP Match Firing.jpg|thumb|none|600px|Firing a few rounds at [[Half-Life 2#Heckler &amp;amp; Koch USP Match|Antitarget One]].]]&lt;br /&gt;
[[File:H3VR USP Match Locked.jpg|thumb|none|600px|12 rounds later, the gun runs as empty as the well of references to make about it. Well, ones people'll get, anyway...]]&lt;br /&gt;
[[File:H3VR USP9 Left.jpg|thumb|none|600px|And now, several months later, here's the subject of the previously-penultimate image's caption's joke. It looks pretty much the same as the standard variant...]]&lt;br /&gt;
[[File:H3VR USP9 Aiming.jpg|thumb|none|600px|...save for the sights, which are green and glowy, like ''HL2'''s. And like the filling I got from this cool guy in the local 7/11's parking lot. That's normal, right?]]&lt;br /&gt;
[[File:H3VR USP9 Ejecting.jpg|thumb|none|600px|Having successfully dealt with the poisonous Breadcrab in the above shot, Welldone Freemeat (the Take &amp;amp; Hold character added in Update #87) rather dramatically ejects an empty 18-round magazine.]]&lt;br /&gt;
[[File:H3VR USP9 Racking.jpg|thumb|none|600px|He then sling-shots the locked-back slide, chambering another 9x19mm API round.]]&lt;br /&gt;
[[File:H3VR USP9 Firing.jpg|thumb|none|600px|And then deals with another Breadcrab, this time using an interesting twist on the Harries technique.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
Along with the [[Heckler &amp;amp; Koch USP Match|USP Match]], a [[Heckler &amp;amp; Koch USP Tactical]] was added in Update #69.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:H3VR USP Table.jpg|thumb|none|600px|Once more, same as before. The other objects on the table are related to the same update that introduced the pistols; the 40x46mm grenade at the right is meant to go with the [[HK69A1]] added concurrently, and the small objects at the left are a laser pointer (far left) and a newly-added 90-degree rail adaptor (near left).]]&lt;br /&gt;
[[File:H3VR USP Tactical Loading.jpg|thumb|none|600px|Loading the USP Tactical. Note that the rounds in the magazine are facing backwards (also the case with the Match, as they use the same mags); often mistakenly reported as a bug, this is actually a reference to [https://www.thefirearmblog.com/blog/wp-content/uploads/2013/11/41.jpg an infamous mistake on an official H&amp;amp;K catalog], which depicted a [[Heckler &amp;amp; Koch P2000|P2000]] next to a pair of magazines loaded the same way.]]&lt;br /&gt;
[[File:H3VR USP Tactical Right.jpg|thumb|none|600px|Flipping the pistol over...]]&lt;br /&gt;
[[File:H3VR USP Tactical Racking.jpg|thumb|none|600px|...and racking the slide.]]&lt;br /&gt;
[[File:H3VR USP Tactical Left.jpg|thumb|none|600px|Pausing for a moment to admire the other side of the USP.]]&lt;br /&gt;
[[File:H3VR USP Tactical Aiming.jpg|thumb|none|600px|Taking a look through the sights.]]&lt;br /&gt;
[[File:H3VR USP Tactical Firing.jpg|thumb|none|600px|Tactically delivering a few .45 ACP rounds. Compared to the Match, the USP Tactical has a bit more kick (lacking the Match's barrel weight), but has the advantage of being compatible with suppressors, thanks to its threaded barrel.]]&lt;br /&gt;
[[File:H3VR USP Tactical Locked.jpg|thumb|none|600px|''&amp;quot;Hey, your guy called in sick earlier, right?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;I might have somebody who can help...&amp;quot;'']]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP9==&lt;br /&gt;
Another one of the gifts added on the 25th and final day of the Meatmas 2018 update event, the [[Heckler &amp;amp; Koch VP9]] makes its video game debut in ''H3''.&lt;br /&gt;
[[File:HK-VP9-left.jpg|thumb|none|350px|Heckler &amp;amp; Koch VP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR VP9 Box.jpg|thumb|none|600px|Opening up a gift box to reveal a VP9, whilst trying to ignore Santon's somewhat strange choice of decorative silver bows made of intangible ribbon.]]&lt;br /&gt;
[[File:H3VR VP9 Loading.jpg|thumb|none|600px|Slamming in a standard 15-round magazine.]]&lt;br /&gt;
[[File:H3VR VP9 Racking.jpg|thumb|none|600px|Sending the first of those rounds into the chamber with a quick rack of the slide.]]&lt;br /&gt;
[[File:H3VR VP9 Suppressor.jpg|thumb|none|600px|Deciding to combine this gift with another, smaller one added alongside it: a new suppressor, wrapped in a black cloth shroud that's held on with cord; such shrouds are often fitted to suppressors to reduce heat mirage, and to make them easier to touch/remove after firing (since suppressors have to trap and absorb all the leftover energy from the burning gunpowder in each fired round, they tend to heat up rather quickly). Plus, they look cool.]]&lt;br /&gt;
[[File:H3VR VP9 Left.jpg|thumb|none|600px|The two make a rather nice pair, wouldn't you say?]]&lt;br /&gt;
[[File:H3VR VP9 Right.jpg|thumb|none|600px|Granted, the [[Media:HK VP9 SR tactical pistol.jpg|Tactical model]], with its threaded barrel, would be slightly more appropriate, but [[Media:HK VP9 with suppressor.jpg|it's not like you can't affix a suppressor to a normal one or anything]].]]&lt;br /&gt;
[[File:H3VR VP9 Aiming.jpg|thumb|none|600px|That being said, one of the other advantages of the Tactical model is its use of raised, suppressor-height sights, the advantages of which are rather clear here.]]&lt;br /&gt;
[[File:H3VR VP9 Firing.jpg|thumb|none|600px|Well, you know what they say: &amp;quot;When life gives you lemons, you fire a suppressed handgun indiscriminately off into the woods.&amp;quot;]]&lt;br /&gt;
[[File:H3VR VP9 Locked.jpg|thumb|none|600px|It doesn't really accomplish anything, but it at least makes you feel better.]]&lt;br /&gt;
[[File:H3VR VP9 Ejecting.jpg|thumb|none|600px|Dropping a spent magazine out of the VP9, and moving on to the rest of the boxes. I wonder what else is in store...]]&lt;br /&gt;
&lt;br /&gt;
==Hi-Point CF380==&lt;br /&gt;
The [[Hi-Point CF380]] was added on day 1 of Meatmas 2022, under the simple name &amp;quot;HPoint 380&amp;quot;. Two variants were added: a standard variant, and the other was a &amp;quot;Tactical&amp;quot; variant with a bright pink camouflage (if it can really be called that) finish; while the latter may seem like nothing more than a joke, it is actually a legitimate factory-offered variant called the &amp;quot;CF380 Camo PI&amp;quot;.&lt;br /&gt;
[[File:CF-380.jpg|thumb|none|350px|Hi-Point CF380 - .380 ACP]]&lt;br /&gt;
[[File:H3VR CF380 Box.jpg|thumb|none|600px|The two Hi-Points, in their somewhat oversized box. Hey, it simplifies logistics - these things have to be able to fit just about anything.]]&lt;br /&gt;
[[File:H3VR CF380 Left.jpg|thumb|none|600px|Examining the Hi-Point. It's not exactly the gun you want, but it might just be the gun you need. Or at least the one you can afford.]]&lt;br /&gt;
[[File:H3VR CF380 Safety.jpg|thumb|none|600px|Disengaging the safety.]]&lt;br /&gt;
[[File:H3VR CF380 Loading.jpg|thumb|none|600px|With this having proven sufficient to deter any further photo-bombing, loading of the pistol may resume in peace.]]&lt;br /&gt;
[[File:H3VR CF380 Racking.jpg|thumb|none|600px|Chambering the first of these 8 rounds with a sharp yank of the mostly-Zamak slide.]]&lt;br /&gt;
[[File:H3VR CF380 Aiming.jpg|thumb|none|600px|Having boarded a train, our (low-income) neighborhood hero gives the familiar red-and-yellow irons a look...]]&lt;br /&gt;
[[File:H3VR CF380 Firing.jpg|thumb|none|600px|...before falling victim to the weapon's in-built stereotypes, and performing a drive-by shooting on the local populace. From a holiday-themed choo-choo train.]]&lt;br /&gt;
[[File:H3VR CF380 Ejecting.jpg|thumb|none|600px|Luckily, given the shooting method used for this, it doesn't harm anything other than the property values. At full size, the magazine's spring and follower are visible, a nice detail.]]&lt;br /&gt;
[[File:CF380 Pink.jpg|thumb|none|350px|Hi-Point CF380 Camo PI - .380 ACP]]&lt;br /&gt;
[[File:H3VR CF380T Left.jpg|thumb|none|600px|Perhaps an upgrade will help with matters? While a bit difficult to make out, the markings are visible here - they feature an inverted triangle logo (as opposed to the real pistol's right-side-up one), and state that it is a &amp;quot;MODEL LP380&amp;quot; from &amp;quot;LO-POINT FIREARMS&amp;quot;. While an obvious spoof of the actual company (and perhaps a nod to the fact that most people purchasing them aren't exactly at a &amp;quot;Hi-Point&amp;quot; in their lives), this is not a wholly fictitious designation - 3D-printed firearms group CTRL+Pew offer a printable Hi-Point C9/CF380 frame under the same name.]]&lt;br /&gt;
[[File:H3VR CF380T Right.jpg|thumb|none|600px|Oh, and a clarification on an earlier point (no pun intended): the pink &amp;quot;camo&amp;quot; finish and compensator are factory options; the ventilated slide, laser, and RDS mount are not. Here, the markings on the &amp;quot;LazyLite&amp;quot; laser sight and the probably-an-airsoft-clone &amp;quot;Tritium&amp;quot; red-dot sight are visible.]]&lt;br /&gt;
[[File:H3VR CF380T Loading.jpg|thumb|none|600px|Loading in an extended magazine; 10 rounds of .380 is still not that much, but it's objectively an improvement.]]&lt;br /&gt;
[[File:H3VR CF380T Checking.jpg|thumb|none|600px|Taking advantage of the slide's heat vents/lightening cuts/speed holes by using them as makeshift front cocking serrations, and performing a tacti-cool press-check.]]&lt;br /&gt;
[[File:H3VR CF380T Aiming.jpg|thumb|none|600px|Aiming; the red-dot mount includes its own rear sight, though it lacks the standard version's red paint. There would still be two red dots in this image, but the aforementioned laser sight, befitting its name, doesn't actually work. Regardless, these upgrades should make it easier to...]]&lt;br /&gt;
[[File:H3VR CF380T Firing.jpg|thumb|none|600px|...you never learn, do you? Ah, well. Keeping the rent low is a heroic act in its own right, I suppose.]]&lt;br /&gt;
[[File:H3VR CF380T Locked.jpg|thumb|none|600px|Even with the 25% increase to capacity, the gun still runs empty before too long. Note the safety lever; prior to a patch, this incorrectly doubled as a slide lock/release (as opposed to the actual pistol, whose slide lock is internal).]]&lt;br /&gt;
[[File:H3VR CF380T Throwing.jpg|thumb|none|600px|What's that old expression? &amp;quot;A bad carpenter blames his tools&amp;quot;?]]&lt;br /&gt;
&lt;br /&gt;
==Hudson H9==&lt;br /&gt;
The [[Hudson H9]] was added in the full release of Update #105, under the name &amp;quot;HH9&amp;quot;.&lt;br /&gt;
[[File:Hudson_H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR H9 Left.jpg|thumb|none|600px|Admiring the H9's futuristic lines under the faint pink lighting of (this area of) the Proving Ground's combat arena.]]&lt;br /&gt;
[[File:H3VR H9 Right.jpg|thumb|none|600px|The other side; note the wear and scratches on the pistol (primarily the slide, with a few smaller marks on the frame). We'd say it's seen some use, but it was effectively created out of thin air by the Item Spawner about 2 minutes before this shot was taken, so make of that what you will.]]&lt;br /&gt;
[[File:H3VR H9 Loading.jpg|thumb|none|600px|Loading in one of the H9's (proprietary) magazines; these hold 15 rounds, and feature fully-modeled witness holes.]]&lt;br /&gt;
[[File:H3VR H9 Racking.jpg|thumb|none|600px|Chambering a round, all the while noting the tilting barrel - this feature is more or less universal in-game, at least for the guns that're supposed to have it.]]&lt;br /&gt;
[[File:H3VR H9 Aiming.jpg|thumb|none|600px|Aiming at a distant ladder, suspecting that it might be planning to tell people about a variant that's not ready yet.]]&lt;br /&gt;
[[File:H3VR H9 Firing.jpg|thumb|none|600px|Sadly, all the pre-emptive strikes in the world can't fix what's already been done. I guess you'll just have to settle for playing with a virtual H9 - that, or snag one from GunBroker at a ludicrous markup.]]&lt;br /&gt;
[[File:H3VR H9 Ejecting.jpg|thumb|none|600px|Midway through an anger-management session (with the involuntary aid of some Sosigs), the Hudson locks empty; this merits a suitably flashy tactical reload.]]&lt;br /&gt;
[[File:H3VR H9 Sparking.jpg|thumb|none|600px|Alright, we'll admit it, this one's just a glamor shot.]]&lt;br /&gt;
[[File:H3VR H9 Attacking.jpg|thumb|none|600px|This one too. There would've been more neat CAR stance footage to use for screenshots, but the frankly ludicrous vertical offset of the screen recording made most of this footage useless.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec TEC-9]] is one of the game's available firearms; it has a rather strange &amp;quot;tacticool&amp;quot; orange paintjob. Initially, 2 versions were available - a standard semi-auto variant, and a variant converted to full-auto; Update #53 changed the latter into a converted [[Interdynamic KG-9]], leaving only the standard semi-auto version. The semi-auto variant's model was then replaced with a more accurately-proportioned one in Update #105's first experimental build.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR TEC-9.jpg|thumb|none|600px|Someone regrets lending his TEC-9 to those ''[[CS:GO]]'' boys down the street.]]&lt;br /&gt;
[[File:H3VR TEC-9 Loading.jpg|thumb|none|600px|Strange paintjobs notwithstanding, he loads in a magazine...]]&lt;br /&gt;
[[File:H3VR TEC-9 Cocking.jpg|thumb|none|600px|...chambers a round...]]&lt;br /&gt;
[[File:H3VR TEC-9 Firing.jpg|thumb|none|600px|...and opens fire, spraying 9x19mm tracer rounds left, right, and center. This is the full-auto converted model, in case the continuous stream of spent casings didn't make that clear enough. This is somewhat odd, as most full-auto TEC-9s are the earlier open-bolt KG-9 model, but a full-auto conversion of a closed-bolt TEC-9 is far from impossible. Still, Update #53 swapped this out for the more common open-bolt variant.]]&lt;br /&gt;
[[File:H3VR TEC-9 Aiming.jpg|thumb|none|600px|Taking a look at the sights, back in a location that's at least in the general vicinity of &amp;quot;normal&amp;quot;...]]&lt;br /&gt;
[[File:H3VR TEC-9 Firing Semi.jpg|thumb|none|600px|...and firing a single shot out of the substantially less interesting semi-auto version.]]&lt;br /&gt;
[[File:H3VR TEC-9 New Left.jpg|thumb|none|600px|Admiring the new, cleaned-up TEC-9, out in the equally-new GP_Hangar prototype scene.]]&lt;br /&gt;
[[File:H3VR TEC-9 New Right.jpg|thumb|none|600px|In lieu of simply taking the paint off, the gun's been replaced entirely; apparently, an attempt was made, but the plan fell through - something about dichloromethane-based paint thinner not getting along with a plastic-framed gun.]]&lt;br /&gt;
[[File:H3VR TEC-9 New Loading.jpg|thumb|none|600px|Pausing partway through loading the Intratec, and appreciating how the magazines are now properly double-stacked.]]&lt;br /&gt;
[[File:H3VR TEC-9 New Charging.jpg|thumb|none|600px|Chambering a round, with a likewise-properly-sized bolt.]]&lt;br /&gt;
[[File:H3VR TEC-9 New Aiming.jpg|thumb|none|600px|Aiming at a steel silhouette target; being a slightly different model, the new TEC-9 has a different (i.e. noticeably wider) style of front sight.]]&lt;br /&gt;
[[File:H3VR TEC-9 New Firing.jpg|thumb|none|600px|Firing off a round; sadly, the somewhat large front end of the TEC-9 tends to lead to the recoil obscuring such proportionately-small targets. The fact that said recoil comes from a straight-blowback pistol with about a pound of steel for a bolt and a stratospheric bore axis that was not really meant to be held like a normal handgun doesn't really help either.]]&lt;br /&gt;
[[File:H3VR TEC-9 New Removing.jpg|thumb|none|600px|Having given up its supply of ammunition, the magazine has nothing left to offer but a view of its nicely-modeled follower.]]&lt;br /&gt;
&lt;br /&gt;
==Iver Johnson/Lyman Cobb Prototype==&lt;br /&gt;
The first experimental build of Update #105 brought a [[Lyman Cobb Pistol|rare prototype pistol]] produced by Iver Johnson, based on a design patented by Lyman H. Cobb in 1911. Named the 'Cobb Pistol', this is rather obviously its first representation in media.&lt;br /&gt;
[[File:LHCobbPistol.jpg|thumb|none|350px|Lyman H. Cobb Pistol - .32 ACP]]&lt;br /&gt;
[[File:H3VR Cobb Right.jpg|thumb|none|600px|Examining the Cobb. For being a prototype, it's pretty well-finished.]]&lt;br /&gt;
[[File:H3VR Cobb Left.jpg|thumb|none|600px|The opposite side. The checkered bar just behind the trigger is, interestingly enough, a grip safety; it's meant to be held down with the right thumb. For a left-handed shooter, good luck.]]&lt;br /&gt;
[[File:H3VR Cobb Loading.jpg|thumb|none|600px|Loading in a magazine; while proprietary, these are relatively normal in design, and hold 8 rounds.]]&lt;br /&gt;
[[File:H3VR Cobb Safety.jpg|thumb|none|600px|Pausing for a moment to fiddle with the safety; the markings are (or rather, marking is) self-explanatory.]]&lt;br /&gt;
[[File:H3VR Cobb Racking.jpg|thumb|none|600px|Pulling back the distinctive bolt/cocking knob, and chambering a round.]]&lt;br /&gt;
[[File:H3VR Cobb Aiming.jpg|thumb|none|600px|Needless to say, the sights on the Cobb are &amp;lt;s&amp;gt;best enjoyed with salt and butter&amp;lt;/s&amp;gt; rather difficult to make out.]]&lt;br /&gt;
[[File:H3VR Cobb Close.jpg|thumb|none|600px|Taking a closer look. Actually firing it like this is probably not the greatest idea.]]&lt;br /&gt;
[[File:H3VR Cobb Firing.jpg|thumb|none|600px|Punching a hole through the &amp;quot;Relish Emporium&amp;quot; logo, with the hole-punch held a suitable distance from its wielder's face; for a .32 pocket gun, recoil's about what you'd expect.]]&lt;br /&gt;
[[File:H3VR Cobb Locked.jpg|thumb|none|600px|Having successfully re-branded the target &amp;quot;ReOiOO OmoOrOOO&amp;quot;, the Cobb locks open; the magazine is quickly discarded, and a note is hastily thrown in about how it lacks a slide release (and thus has to be tugged and let go to drop the bolt) before any corny jokes can sneak their way in.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
Update #53 added an [[IWI Uzi Pro|IWI Uzi Pro Pistol]]. True to its real-life nature, it is treated in-game as a semi-auto-only closed-bolt pistol, rather the machine pistol that it is sometimes assumed to be.&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|350px|IWI Uzi Pro Pistol - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Uzi Pro Right.jpg|thumb|none|600px|Examining the Uzi Pro, in all of its tacti-cool glory.]]&lt;br /&gt;
[[File:H3VR Uzi Pro Left.jpg|thumb|none|600px|The other side, which shows off the side-mounted charging handle, a distinct departure from earlier [[Uzi]] variants.]]&lt;br /&gt;
[[File:H3VR Uzi Pro Loading.jpg|thumb|none|600px|Loading in a magazine, in a rather dramatic fashion.]]&lt;br /&gt;
[[File:H3VR Uzi Pro Charging.jpg|thumb|none|600px|Pulling the charging handle. Y'know, it feels like something's missing...]]&lt;br /&gt;
[[File:H3VR Uzi Pro Attachments.jpg|thumb|none|600px|...ah, yes, of course! What was missing was a red-dot sight, a railed vertical foregrip with a flashlight attached to the side, a stock from a [[PP-2000]], and an incredibly small suppressor! How could I have not seen it!]]&lt;br /&gt;
[[File:H3VR Uzi Pro Aiming.jpg|thumb|none|600px|Aiming through the attached RDS...]]&lt;br /&gt;
[[FIle:H3VR Uzi Pro Firing.jpg|thumb|none|600px|...and being once again reminded that this weapon, despite appearances, can't fire in full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec PMR-30==&lt;br /&gt;
The tenth gift added in the 2018 Meatmas update was the seldom-seen [[Kel-Tec PMR-30]].&lt;br /&gt;
[[File:KelTec PMR.jpg|thumb|none|350px|Kel-Tec PMR-30 - .22 WMR]]&lt;br /&gt;
[[File:H3VR PMR-30 Box.jpg|thumb|none|600px|The PMR-30's gift box. A bit of a shame, really, that such an interesting pistol has only had 3 known media appearances in 8 years.]]&lt;br /&gt;
[[File:H3VR PMR-30 Loading.jpg|thumb|none|600px|Inserting a magazine. This is the main focal point of the pistol; despite being a more-or-less normal-sized handgun, the PMR-30 holds an impressive 30 rounds of .22 Magnum in a flush-fitting magazine (hence the name - '''P'''istol, '''M'''agnum, '''R'''imfire, '''30'''-round magazine).]]&lt;br /&gt;
[[File:H3VR PMR-30 Left.jpg|thumb|none|600px|Pausing for a moment to admire the pistol, in all its polymer-festooned glory.]]&lt;br /&gt;
[[File:H3VR PMR-30 Racking.jpg|thumb|none|600px|Racking the slide...]]&lt;br /&gt;
[[File:H3VR PMR-30 Right.jpg|thumb|none|600px|...before taking a look at the other side. Pretty much the same as the left.]]&lt;br /&gt;
[[File:H3VR PMR-30 Safe.jpg|thumb|none|600px|Toying with the ambidextrous safety. Somewhat unusually, all of the game's slide-bearing handguns spawn with the safety off.]]&lt;br /&gt;
[[File:H3VR PMR-30 Closeup.jpg|thumb|none|600px|A close-up of the top of the slide, showing off the high-contrast fiber-optic sights, as well as the prominent &amp;quot;.22 WMR&amp;quot; marking towards the slide's rear. Note the screwed-in section; this is meant for attaching red-dot sights, though this feature is sadly unavailable in-game due to coding limitations.]]&lt;br /&gt;
[[File:H3VR PMR-30 Aiming.jpg|thumb|none|600px|Lining up the aforementioned fiber-optic sights...]]&lt;br /&gt;
[[File:H3VR PMR-30 Firing.jpg|thumb|none|600px|...and shattering a crystal snowflake.]]&lt;br /&gt;
[[File:H3VR PMR-30 Spraying.jpg|thumb|none|600px|&amp;quot;''Bastard! How many rounds have you sprayed indiscriminately into the forest!?''&amp;quot; &amp;lt;br&amp;gt; &amp;quot;''Do you remember how many meats you have eaten in your life?''&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Warrior==&lt;br /&gt;
Update #50 added a [[Kimber Warrior]], fitted with non-standard grip panels, raised red illuminated iron sights, and a permanently-attached red dot sight, known as the &amp;quot;M1911A1 Tactical&amp;quot;. The sixth alpha build of Update #52 added a further customized model, with a slide with milling cuts, a different slide-mounted RDS, and bone grips, called the &amp;quot;M1911A1 Operator&amp;quot;.&lt;br /&gt;
[[File:KimberWarriorII.jpg|thumb|none|350px|Kimber Warrior - .45 ACP]]&lt;br /&gt;
[[File:H3VR M1911 Tactical.jpg|thumb|none|600px|A nice, close look at the Kimber Warrior. Also seen here is the indoor range's target board; it leaves a black mark wherever a shot is placed on the corresponding target downrange, with the most recent hit being red.]]&lt;br /&gt;
[[File:H3VR M1911 Tactical Aiming.jpg|thumb|none|600px|A view through the Warrior's integrated RDS, which also shows off the co-witnessed illuminated sights. Meanwhile, RSOs around the world wince at the direction that the pistol is pointed.]]&lt;br /&gt;
[[File:H3VR M1911 Tactical Locked.jpg|thumb|none|600px|The Warrior, locked open after a successful mag dump. The extended magazine seen here was added to the game with the weapon, holds 11 rounds, and can be freely interchanged with the standard 7-rounders.]]&lt;br /&gt;
[[File:H3VR M1911 Tactical Loading.jpg|thumb|none|600px|Loading a new magazine into the Warrior.]]&lt;br /&gt;
===&amp;quot;M1911A1 Operator&amp;quot;===&lt;br /&gt;
[[File:H3VR M1911 Operator Left.jpg|thumb|none|600px|Examining the left side of the &amp;quot;Operator&amp;quot;...]]&lt;br /&gt;
[[File:H3VR M1911 Operator Right.jpg|thumb|none|600px|...and the right side. Due to a now-patched bug, the trigger is inside of the magazine well, similar to the [[Colt Defender]] above. The slide markings denote the pistol (or at least the slide) as being made by the fictitious &amp;quot;SNOW TIGER FIREARMS INC&amp;quot;.]]&lt;br /&gt;
[[File:H3VR M1911 Operator Trigger.jpg|thumb|none|600px|Following the aforementioned patch, the pistol looks like this. The pistol's fictional manufacturers apparently saw fit to put their PO box number on the slide, and the end owner saw it equally appropriate to write &amp;quot;#03&amp;quot; on the red-dot sight. As you do.]]&lt;br /&gt;
[[File:H3VR M1911 Operator Pull.jpg|thumb|none|600px|Pulling the now-visible trigger, while showing off the other side's markings. The markings on the frame all but confirm the gun's identity; after all, Kimber is the only gun company based in Yonkers, NY.]]&lt;br /&gt;
[[File:H3VR M1911 Operator Aiming.jpg|thumb|none|600px|Aiming the Operator. Like the earlier Tactical model, the Operator has an integrated red-dot sight, albeit a different, higher-profile model than the earlier pistol.]]&lt;br /&gt;
[[File:H3VR M1911 Operator Firing.jpg|thumb|none|600px|Firing a round. As with all the other M1911 variants, it's chambered in .45 ACP.]]&lt;br /&gt;
[[File:H3VR M1911 Operator Loading.jpg|thumb|none|600px|Replacing the now-empty magazine with a fresh one.]]&lt;br /&gt;
[[File:H3VR M1911 Operator Racking.jpg|thumb|none|600px|Finishing off the reload with a quick tug of the slide. Note that the slide is further back here than it was in the previous shot; ''H3'' does, in fact, show that a weapon's bolt or slide can be pulled back past its lock point.]]&lt;br /&gt;
&lt;br /&gt;
==Kolibri Pistol==&lt;br /&gt;
The largest gift added in the 2018 Month Of Meatmas event was also the smallest (centerfire) pistol in existence, the diminutive Austro-Hungarian [[Kolibri Pistol]]. The pistol was added following a ''long'' series of community requests to add the pistol (dating back all the way to 2016); the acknowledged impossibility of adding the pistol (as its minuscule size would result in the player smacking their VR controllers together whenever they tried to, say, load it) led to asking for its inclusion becoming a running joke within the game's community. The version in-game took this joke to its logical conclusion; it is known as the &amp;quot;Kolibri9001&amp;quot;, and is 10 times larger than normal, firing 27x90mm shells. Like the &amp;quot;Oversized&amp;quot; version of the [[M1911A1]] added earlier, these proprietary shells are available in several exotic and unusual forms; also like the earlier artillery piece, the Kolibri9001 is modified for use by a normal-sized human being, being fitted with an M1911A1's lower frame and trigger in place of its own, and an underbarrel railed handguard seemingly based on that of an [[AR-15]]-pattern rifle, which has an integrated laser sight tucked into the center.&lt;br /&gt;
[[File:Kolibri.jpg|thumb|none|350px|Kolibri Pistol (with US penny for scale) - 2.7x9mm Kolibri]]&lt;br /&gt;
[[File:H3VR Kolibri Box.jpg|thumb|none|600px|&amp;quot;''And what to my wondering eyes should appear, but the world's smallest pistol, the size of a deer.''&amp;quot;]]&lt;br /&gt;
[[File:H3VR Kolibri Right.jpg|thumb|none|600px|Examining the Kolibri9001. A lovely example of malicious compliance. The hard-to-make-out marking just above the ejection port reads &amp;quot;AUTOMAT-PISTOL&amp;quot;, just like on the real steel. There'd be no reason for the markings to be obfuscated, after all; the Austro-Hungarian watchmaker Franz Pfannl, who created the pistol, no longer exists, and neither does his company.]]&lt;br /&gt;
[[File:H3VR Kolibri Left.jpg|thumb|none|600px|The other side. Considering the grip arrangement, this could technically be classified as a bullpup.]]&lt;br /&gt;
[[File:H3VR Kolibri Shells.jpg|thumb|none|600px|And, considering the rounds it uses, it's also technically a cannon.]]&lt;br /&gt;
[[File:H3VR Kolibri Loading.jpg|thumb|none|600px|Speaking of rounds, it's about time that some got loaded, isn't it?]]&lt;br /&gt;
[[File:H3VR Kolibri Racking.jpg|thumb|none|600px|This is followed by quite possibly the single most awkward sling-shotting of a pistol's slide in human history.]]&lt;br /&gt;
[[File:H3VR Kolibri Laser.jpg|thumb|none|600px|Giving the integrated underbarrel laser sight a try. It's pretty convenient, especially since the Kolibri doesn't have a front sight (and the rear one isn't exactly usable).]]&lt;br /&gt;
[[File:H3VR Kolibri Firing.jpg|thumb|none|600px|Firing off some Frag shells at a snowflake. Poor thing never knew what hit it...]]&lt;br /&gt;
[[File:H3VR Kolibri HEAT.jpg|thumb|none|600px|Unlike a normal-sized Kolibri (if you can really call a Kolibri's size &amp;quot;normal&amp;quot;), the Kolibri9001 has a slide hold-open device. This conveniently allows the user to clearly see what sort of ammo is being used; here, the first of 6 HEAT shells lies in wait.]]&lt;br /&gt;
[[File:H3VR Kolibri HEAT Firing.jpg|thumb|none|600px|HEAT shells, contrary to what one might expect based on the name, are not incendiary; &amp;quot;HEAT&amp;quot; stands for &amp;quot;High-Explosive Anti-Tank&amp;quot;, and refers to armor-piercing shells meant for use against, well, tanks.]]&lt;br /&gt;
[[File:H3VR Kolibri Inferno.jpg|thumb|none|600px|Should one wish to bring some actual heat, the napalm-launching &amp;quot;Inferno&amp;quot; rounds are always a good option...]]&lt;br /&gt;
[[File:H3VR Kolibri Inferno Firing.jpg|thumb|none|600px|...provided, that is, that your computer can withstand the resultant onslaught of particle effects without winding up looking like them.]]&lt;br /&gt;
[[File:H3VR Kolibri Megabuck.jpg|thumb|none|600px|Another fun option are the &amp;quot;Megabuck&amp;quot; shells, which function like buckshot...]]&lt;br /&gt;
[[File:H3VR Kolibri Megabuck Firing.jpg|thumb|none|600px|...except instead of small lead pellets, they launch six .50 BMG tracer projectiles. Use against an actual buck is not advised, unless you like your venison in burger form.]]&lt;br /&gt;
[[File:H3VR Kolibri Smokescreen.jpg|thumb|none|600px|Remember those shells from earlier? Here's the &amp;quot;Smokescreen&amp;quot;, which launches out 2 projectiles per shot...]]&lt;br /&gt;
[[File:H3VR Kolibri Smoke.jpg|thumb|none|600px|...each one, as the name would imply, generating a cloud of smoke. Useful for hiding small towns.]]&lt;br /&gt;
[[File:H3VR Kolibri Flash.jpg|thumb|none|600px|The &amp;quot;Tri-Flash&amp;quot; shells also do pretty exactly what they say on the can, firing out 3 impact-fused flashbangs at a time. The effects are roughly similar to picking up your phone in the middle of the night to check a text and forgetting that you have the brightness all the way up. While the demon that lives under your bed randomly sets off a bunch of M-80s in your pillowcase.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti L-35==&lt;br /&gt;
The [[Lahti L-35]] was added in the third experimental build of Update #110.&lt;br /&gt;
[[File:Lahti_L-35-1.jpg|thumb|none|350px|Lahti L-35 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR L35 leftside.jpg|600px|thumb|none|Although it may look like a Luger, the Lahti L-35 is anything but. Thank you, Finland! ]]&lt;br /&gt;
[[File:H3VR L35 rightside.jpg|600px|thumb|none|Flipping the pistol over to admire the grips. &amp;quot;VKT&amp;quot; stands for Valtion Kivääritehdas (English: State Rifle Factory). ]]&lt;br /&gt;
[[File:H3VR L35 insertmag.jpg|600px|thumb|none|Inserting a proprietary magazine containing 8 rounds of 9x19mm. ]]&lt;br /&gt;
[[File:H3VR L35 chamberround.jpg|600px|thumb|none|Pulling back on the bolt. Notice that the barrel and upper receiver also move slightly. ]]&lt;br /&gt;
[[File:H3VR L35 demo.jpg|600px|thumb|none|The aftermath, having successfully chambered a round. The L-35 was the first automatic pistol in ''H3VR'' to animate a short recoil system, with the weapon serving as a helpful example for community mod developers. ]]&lt;br /&gt;
[[File:H3VR L35 aiming.jpg|600px|thumb|none|Aiming the Finnish handgun. ]]&lt;br /&gt;
[[File:H3VR L35 firing.jpg|600px|thumb|none|Firing a round of  9x19mm. ]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Llock&amp;quot;==&lt;br /&gt;
A companion to the &amp;quot;Gluger&amp;quot; above, the &amp;quot;Llock&amp;quot; is also a rare drop in Take &amp;amp; Hold and Meat Grinder; as the name implies, it is the inverse of the Gluger, with a [[Glock 19]] slide and barrel on a [[Luger P08]] frame.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|350px|Glock 19 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Llock overview.JPG|thumb|none|600px|The Yin to the Gluger's Yang... or maybe a better comparison is the Frankenstein to the Gluger's Frankenstein's Bride.]]&lt;br /&gt;
[[File:H3VR Llock above.JPG|thumb|none|600px|From above, you can see that the Glock slide isn't flush with the Luger frame's rear. One of the accommodations needed to make this masterpiece of a weapon possible is positioning the slide where it can chamber and extract rounds in the correct place.]]&lt;br /&gt;
[[File:H3VR Llock below.JPG|thumb|none|600px|From below, you can see that the barrel is completely exposed as the slide only covers the top portion.]]&lt;br /&gt;
[[File:H3VR Llock mag.JPG|thumb|none|600px|Loading an eight round Luger magazine.]]&lt;br /&gt;
[[File:H3VR Llock slide.JPG|thumb|none|600px|Chambering the first round. You can see the slide's grip serrations are completely blocked by the luger frame; how one is supposed to grip the slide IRL is anyone's guess.]]&lt;br /&gt;
[[File:H3VR Llock aim.JPG|thumb|none|600px|Aiming down the Llock's far more useable sights, compared to the Gluger.]]&lt;br /&gt;
[[File:H3VR Llock fire.JPG|thumb|none|600px|Firing the Llock. No toggles obstructing the sight picture, so that's one in favor for the Llock.]]&lt;br /&gt;
[[File:H3VR Llock empty.JPG|thumb|none|600px|The now empty Llock. From this angle, you can see just how much of the frame overlaps with the slide.]]&lt;br /&gt;
[[File:H3VR Llock snaildrum.JPG|thumb|none|600px|Like the Luger, the Llock is able to use a 32-round snaildrum.]]&lt;br /&gt;
[[File:H3VR Llock attachment.JPG|thumb|none|600px|And like the Gluger, it looks absolutely cursed when fully modded out.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is another handgun option in-game, added through Update #47.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Luger Render.jpg|thumb|none|600px|A pre-release render of the Luger, complete with magazine. This image was also used to tease several other weapons to come, including an [[MP40]], a [[Sturmgewehr 44]], and a [[Karabiner 98k]].]]&lt;br /&gt;
[[File:H3VR Luger.jpg|thumb|none|600px|The P08 steps up to the plate, determined to make a better score on the target than the M1911A1.]]&lt;br /&gt;
[[File:H3VR Luger Loading.jpg|thumb|none|600px|Loading a magazine into the Luger; the windowed magazines do, in fact, show the rounds inside of them, both in amount and in type.]]&lt;br /&gt;
[[File:H3VR Luger Toggle.jpg|thumb|none|600px|Chambering a fresh 9x19mm round. Another nice touch, the barrel and upper frame move slightly backwards as the toggle is pulled, correctly showing the weapon's short-recoil operation.]]&lt;br /&gt;
[[File:H3VR Luger Extractor.jpg|thumb|none|600px|The icing on this subtle-detail cake, however, is the Luger's external extractor, which pops up when a round is present in the chamber.]]&lt;br /&gt;
[[File:H3VR Luger Sights.jpg|thumb|none|600px|Aiming; the sights are typical of pistols of the era- that is to say, small.]]&lt;br /&gt;
[[File:H3VR Luger Firing.jpg|thumb|none|600px|Unbothered by this, the invisible pair of hands holding the P08 open fire.]]&lt;br /&gt;
&lt;br /&gt;
==Luger LP08 &amp;quot;Artillery&amp;quot;==&lt;br /&gt;
Update #52 added 3 [[Luger]] variants, the first of which being the [[Luger LP08 &amp;quot;Artillery&amp;quot;]], also known as the &amp;quot;Artillery Luger&amp;quot;.&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR LP08.jpg|thumb|none|600px|Examining the LP08. The stock is interchangeable with the Carbine's; interestingly, these stocks were also made compatible with the game's other handguns, which led to some suitably silly-looking configurations.]]&lt;br /&gt;
[[File:H3VR LP08 Loading.jpg|thumb|none|600px|Loading in a 32-round ''Trommelmagazin 08'', also known as the &amp;quot;Snail Drum&amp;quot;.]]&lt;br /&gt;
[[File:H3VR LP08 Cocking.jpg|thumb|none|600px|Cocking the LP08.]]&lt;br /&gt;
[[File:H3VR LP08 Aiming.jpg|thumb|none|600px|Taking aim at the target...]]&lt;br /&gt;
[[File:H3VR LP08 Firing.jpg|thumb|none|600px|...and firing.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The fourth alpha build of Update #76 added another much-requested firearm, the [[Makarov PM]]. By default it (correctly) uses an 8-round single-stack magazine, though Update #90 added an optional 80-round drum.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:H3VR PM Left.jpg|thumb|none|600px|Inspecting the Makarov PM in the indoor range. The markings on the slide and directly behind the slide release both read &amp;quot;1TД&amp;quot; (a small portion of a mostly-erased serial number), while the frame marking behind the safety indicates that it was manufactured in 1966.]]&lt;br /&gt;
[[File:H3VR PM Right.jpg|thumb|none|600px|The right side; here, the lovely contrast between the deep-red Bakelite grips and the dark-blued steel makes itself apparent.]]&lt;br /&gt;
[[File:H3VR PM Loading.jpg|thumb|none|600px|Loading in an 8-round magazine. These have a large hole in the side to view the current remaining ammunition, a feature which ''H3'' correctly depicts.]]&lt;br /&gt;
[[File:H3VR PM Racking.jpg|thumb|none|600px|Racking the slide. One of the suspected reasons for the Makarov's continued popularity as a police sidearm in the former Eastern Bloc is the gap between the barrel and the bottom of the frame when the slide is pulled back, as this gap allows the pistol to serve as a makeshift bottle opener.]]&lt;br /&gt;
[[File:H3VR PM Aiming.jpg|thumb|none|600px|Taking aim at a target. For what is definitely the first time. Yep, absolutely. Those three holes up at the top are of no concern to you, citizen. Move along.]]&lt;br /&gt;
[[File:H3VR PM Firing.jpg|thumb|none|600px|See? As an officer of the law, I obviously know exactly how to line up the sights of my own service sidearm.]]&lt;br /&gt;
[[File:H3VR PM Ejecting.jpg|thumb|none|600px|&amp;lt;s&amp;gt;Five&amp;lt;/s&amp;gt; Eight shots later, our friendly, honest, definitely truth-telling policeman friend drops his pistol's magazine, and then goes to do some &amp;lt;s&amp;gt;heavy drinking&amp;lt;/s&amp;gt; important government business with the locked-back slide.]]&lt;br /&gt;
[[File:H3VR PM Drum.jpg|thumb|none|600px|Walking through the Meat Fortress stage with a suitably cartoonish-looking sidearm: a Makarov, with 10 times the normal capacity.]]&lt;br /&gt;
[[File:H3VR PM Drum Firing.jpg|thumb|none|600px|Finding a non-red spy, and dealing with him accordingly.]]&lt;br /&gt;
[[File:H3VR PM Modded.jpg|thumb|none|600px|&amp;quot;[[Death of Stalin, The|You are accused of anti-Soviet behavior. The court finds you guilty and sentences you to be shot.]]&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;quot;...with something else. You can at least die with some dignity.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PMM==&lt;br /&gt;
Update #100 Alpha 3 added the [[Makarov PMM]] with a twelve round magazine. This model comes with an integrated laser sight attached to the trigger guard.&lt;br /&gt;
[[File:Makarov PMM.jpg|thumb|none|350px|Makarov PMM - 9x18mm Makarov]]&lt;br /&gt;
[[File:H3VR PMM Right.jpg|thumb|none|600px|Preparing for a quick mission in a suitably snowy area, an operative checks over his Makarov.]]&lt;br /&gt;
[[File:H3VR PMM Safety.jpg|thumb|none|600px|The PMM's other side, showing off the pressure switch for the integrated laser sight.]]&lt;br /&gt;
[[File:H3VR PMM Left.jpg|thumb|none|600px|And the safety, which he promptly disengages. Perhaps a bit too promptly, but don't tell him that.]]&lt;br /&gt;
[[File:H3VR PMM Loading.jpg|thumb|none|600px|Loading in a magazine; one of the notable features of the PMM is its use of double-stack magazines, as opposed to the original PM's thinner single-stacks.]]&lt;br /&gt;
[[File:H3VR PMM Racking.jpg|thumb|none|600px|Racking the slide, and chambering a round.]]&lt;br /&gt;
[[File:H3VR PMM Aiming.jpg|thumb|none|600px|Out in the AO, he checks the sights; they're a bit small, but relatively easy to read against the highly-contrasting snow.]]&lt;br /&gt;
[[File:H3VR PMM Firing.jpg|thumb|none|600px|Getting right to business, he tries to take out the target from a distance, hoping to make it in and out as easily as the briefing implied.]]&lt;br /&gt;
[[File:H3VR PMM Attacking.jpg|thumb|none|600px|Needless to say, the guards of said target weren't on board with that idea.]]&lt;br /&gt;
[[File:H3VR PMM Locked.jpg|thumb|none|600px|12 rounds into the ensuing gunfight, the pistol's magazine runs empty; sadly, the same can't be said for the area's supply of guards.]]&lt;br /&gt;
[[File:H3VR PMM Ejecting.jpg|thumb|none|600px|Faced with one such guard, the operative drops the empty magazine with one hand (no small feat for a pistol with a heel magazine release), while dealing with some... unpleasant business with the other.]]&lt;br /&gt;
[[File:H3VR PMM Finishing.jpg|thumb|none|600px|Performing a quick in-holster reload, dropping the slide, and concluding said business.]]&lt;br /&gt;
[[File:H3VR PMM Reloading.jpg|thumb|none|600px|Several unforeseen complications later, the operative performs a quick tactical reload; one of the features added in Update #100 was the ability to hold two magazines (of reasonable size) at once, allowing for easier magazine retention during reloads.]]&lt;br /&gt;
[[File:H3VR PMM Suppressed.jpg|thumb|none|600px|Opting for stealth a bit late, the operative screws on a suppressor; it blocks the pistol's irons, but the integrated laser helps make up for it.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
Update #43 introduced the [[Mauser C96]] to the game. The weapon holds 10 rounds of the 7.63x25mm Mauser cartridge (which, like some in the game, was added before there were any weapons that could use them), and can be reloaded round-by-round or with a 10-round stripper clip.&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|350px|Mauser C96 &amp;quot;Broomhandle&amp;quot; (pre-war commercial version) - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:H3VR C96.jpg|thumb|none|600px|Nothing quite like sitting back, relaxing, and admiring a beautiful early selfloading handgun.]]&lt;br /&gt;
[[File:H3VR C96 Magazine.jpg|thumb|none|600px|Taking a close look at the inside of the magazine...]]&lt;br /&gt;
[[File:H3VR C96 Loading.jpg|thumb|none|600px|...before loading it with a stripper clip. 10 rounds of 7.63x25mm Mauser, straight into the magazine.]]&lt;br /&gt;
[[File:H3VR C96 Firing.jpg|thumb|none|600px|Seeing a charging paper target, &amp;quot;Wurston Churchill&amp;quot; opens fire. Despite there being a cutout for a shoulder stock in the grip's backstrap, no such attachment was available in-game until the release of Update #52.]]&lt;br /&gt;
[[File:H3VR C96 Locked.jpg|thumb|none|600px|10 rounds later, he surveys the damage. Note the rear sight, adjustable for distances far in excess of the weapon's effective range.]]&lt;br /&gt;
[[File:H3VR C96 Adjusting.jpg|thumb|none|600px|And, countless updates later, you can actually adjust them to said ranges! From 50 to 500 meters, in increments of 50 - ridiculous, but more plausible than the early-production variants, which went out to a ''kilometer''.]]&lt;br /&gt;
[[File:H3VR C96 Adjusted.jpg|thumb|none|600px|Taking aim at a steel plate 200 meters out, with the sights set to the corresponding range.]]&lt;br /&gt;
[[File:H3VR C96 Long.jpg|thumb|none|600px|200 meters is certainly pushing it, but it's not impossible by any means - with a steady hand and a bit of practice, you can ring plates that far away with relative ease.]]&lt;br /&gt;
[[File:H3VR C96 Stock.jpg|thumb|none|600px|Of course, attaching the stock also helps - that extra point of contact keeps the gun steadier (i.e. adds extra hand movement filtering), to say nothing of the benefits of having the sights closer to your face. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Don't ask about the angle. I don't know either.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser M712 Schnellfeuer==&lt;br /&gt;
In a similar vein to its 3 extra [[Luger]] variants, Update #52 brought along 3 variants of the [[Mauser C96]], the first being a [[Mauser M712 Schnellfeuer]] machine pistol.&lt;br /&gt;
[[File:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:H3VR M712.jpg|thumb|none|600px|The M712 has quite the imposing appearance. One might even call it a ''[[Metal Gear Solid 4: Guns of the Patriots#Shansi Type 17|Big Mama]]'' among handguns.]]&lt;br /&gt;
[[File:H3VR M712 Loading.jpg|thumb|none|600px|Loading a 40-round magazine into the Schnellfeuer - given the weapon's high fire rate (the German word &amp;quot;schnellfeuer&amp;quot; literally means &amp;quot;rapid fire&amp;quot;), you're gonna want all the rounds you can get.]]&lt;br /&gt;
[[File:H3VR M712 Cocking.jpg|thumb|none|600px|Chambering the first of those 40 rounds with a swift tug of the bolt.]]&lt;br /&gt;
[[File:H3VR M712 Firing.jpg|thumb|none|600px|Letting all 40 rounds fly. Considering its sheer uncontrollability without a stock, there isn't really much point to aiming it.]]&lt;br /&gt;
[[File:H3VR M712 Stock.jpg|thumb|none|600px|So, if aimed fire's what you're aiming for, you should probably attach one. This particular one is from a [[Beretta 93R]] - hardly an OEM part, but you've gotta admit, it looks pretty cool.]]&lt;br /&gt;
[[File:H3VR M712 Adjusting.jpg|thumb|none|600px|Like the C96 upon which it was based, the M712 would later receive an adjustable rear sight - anywhere from 50 to 500 meters, in increments of 50.]]&lt;br /&gt;
[[File:H3VR M712 Safety.jpg|thumb|none|600px|The fact that the fire selector (and safety) were later made usable only makes precision shooting all that much more appealing an option.]]&lt;br /&gt;
[[File:H3VR M712 Aiming.jpg|thumb|none|600px|Taking aim at a plate 100 or so meters away - the notch-and-post sight picture is identical to the standard C96's, complete with the German-style barleycorn front post that somebody apparently thought was a good idea.]]&lt;br /&gt;
[[File:H3VR M712 Spraying.jpg|thumb|none|600px|Or, you can just do some Chinese-style &amp;quot;bandit shooting&amp;quot;, because you have no sense of self-control.]]&lt;br /&gt;
[[File:H3VR M712 Clip.jpg|thumb|none|600px|To help yourself learn restraint, you can always stick to one magazine and load it exclusively with stripper clips; this gets tedious enough to encourage ammo conservation even without an actual limit to one's supply, especially when that one magazine is a 40-rounder.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 39#Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;]], a long-requested variation of the [[Smith &amp;amp; Wesson 39]] used by US special forces during the Cold War, was added in Update #82; the update itself was themed around noise, with its other additions including a pair of improvised suppressors (one made of a soda bottle, and another made from an oil filter), and several decidedly less subtle attachments (including a gramophone-esque &amp;quot;loudener&amp;quot; attachment, a bicycle horn and bell, and a foregrip made out of an airhorn).&lt;br /&gt;
[[File:Mk 22 Kit.jpg|thumb|none|350px|Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot; with suppressor, stock, and holster - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Hush Left.jpg|thumb|none|600px|Taking a look at the brand-new gift from EVAnton.]]&lt;br /&gt;
[[File:H3VR Hush Right.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater#Mk 22 Mod 0 &amp;quot;Hush Puppy&amp;quot;|Make sure not to lose it.]]]]&lt;br /&gt;
[[File:H3VR Hush Loading.jpg|thumb|none|600px|Loading the pistol. Note the width of the magazine; the in-game Mk 22 is based on a prototype variant that used double-stack magazines. This is why, in the preceding screencaps, there is a visible ridge in the frame just forward of the trigger.]]&lt;br /&gt;
[[File:H3VR Hush Racking.jpg|thumb|none|600px|Racking the slide to make sure a round is chambered. Luckily, ''H3'' doesn't allow guns to jam.]]&lt;br /&gt;
[[File:H3VR Hush Aiming.jpg|thumb|none|600px|Taking aim; these large, high-profile sights are primarily meant to clear suppressors, though they're also nice for general use.]]&lt;br /&gt;
[[File:H3VR Hush Firing.jpg|thumb|none|600px|Firing what is most assuredly not a tranquilizer round into the paper target.]]&lt;br /&gt;
[[File:H3VR Hush Suppressor.jpg|thumb|none|600px|Of course, there's not much point to using a Hush Puppy if you don't attach the husher.]]&lt;br /&gt;
[[File:H3VR Hush Suppressed.jpg|thumb|none|600px|It hushes the gun pretty nicely all things considered. However, if you're looking to be even sneakier...]]&lt;br /&gt;
[[File:H3VR Hush Lock.jpg|thumb|none|600px|...then just try to release the slide. The Mk 22 has no slide release, with the lever being replaced by this odd-looking device.]]&lt;br /&gt;
[[File:H3VR Hush Locked.jpg|thumb|none|600px|Said device is a locking lever, which prevents the slide from opening, thus eliminating the noise that would otherwise be created by the slide reciprocating (and that of casings hitting the floor).]]&lt;br /&gt;
[[File:H3VR Hush Ejecting.jpg|thumb|none|600px|The downside, of course, it that you have to disengage the lever and rack the slide manually after every shot, which can get a little bit tiresome.]]&lt;br /&gt;
[[File:H3VR Hush Stock.jpg|thumb|none|600px|Oh, and there's a stock for it, too. Just in case you were wondering.]]&lt;br /&gt;
&lt;br /&gt;
==Moses Brothers Self-Defense Engine Frontier Model B==&lt;br /&gt;
Unlocked as a reward, the &amp;quot;Frontier Model B&amp;quot; is a precise replica of [[(Serenity) - Mal's Gun (dressed up Taurus Model 85)|Captain Malcom's gun]] from ''[[Serenity]]'' and ''[[Firefly]]''. While the original prop was actually a [[Taurus Model 85]] in a multi-part casing meant to make it look like a semi-automatic, magazine-fed handgun, in-game it is just that - a magazine-fed, semi-automatic handgun that holds 6 rounds (plus one in the chamber) of the proprietary .36 Moses cartridge.&lt;br /&gt;
[[File:Mal1.jpg|thumb|none|350px|The prop of Mal's handgun, as seen in ''Firefly''.]]&lt;br /&gt;
[[File:H3VR Frontier Table.jpg|thumb|none|600px|Let's see... a decanter without any contents, a calculator without any buttons, John Lennon's glasses without any temples, a revolver cosplaying as a semi-auto, and a Big Red Button. This is gonna be... interesting.]]&lt;br /&gt;
[[File:H3VR Frontier Right.jpg|thumb|none|600px|Examining the penultimate item on the list.]]&lt;br /&gt;
[[File:H3VR Frontier Loading.jpg|thumb|none|600px|Loading in a magazine. 2 things are worth noting here: the design of the cartridge, and the design of the magazine. The latter doesn't work like a traditional magazine; instead of being stacked on top of one another, the rounds are stacked end-to-end, only one layer deep. The former seems to consist solely of a fully-jacketed pistol-caliber bullet, with no visible casing (accordingly, no casings are ejected when the weapon fires); this would seemingly it to be a caseless round, rather like the &amp;quot;Rocket Balls&amp;quot; of the [[Volcanic Repeater]], upon which the original prop was inspired. This does ''not'', however, account for the pistol's immense damage per shot, as the Volcanic's ammunition was notoriously weak; the pistol is implied to use some sort of electromagnetic acceleration system (presumably either a coilgun- or railgun-type system), so any actual propellant in the cartridges is most likely just to start the projectile moving.]]&lt;br /&gt;
[[File:H3VR Frontier Racking.jpg|thumb|none|600px|Pulling back the pistol's top plate, which serves to both retract the bolt and cock the hammer.]]&lt;br /&gt;
[[File:H3VR Frontier Left.jpg|thumb|none|600px|Pausing for a moment to appreciate the pistol. Something about brass on a gun just... ''works''.]]&lt;br /&gt;
[[File:H3VR Frontier Aiming.jpg|thumb|none|600px|The pistol's (rather wide) iron sights, as seen a bit closer to the eye than is strictly advisable. To be fair, the brass front blade blends in with the drab color scheme of Wurstworld rather ''too'' well for most eyes' liking.]]&lt;br /&gt;
[[File:H3VR Frontier Firing.jpg|thumb|none|600px|Reducing a cactus to a shower of spines and sparks, following it making a largely incoherent threat to eat the entire crew alive. Gorram savages...]]&lt;br /&gt;
[[File:H3VR Frontier Flash.jpg|thumb|none|600px|The threat defeated, a few shots into the air are merited. Note both the reciprocation of the top-plate, and the blue muzzle flash, similar to that of the &amp;quot;Cyber Pistol&amp;quot; above.]]&lt;br /&gt;
[[File:H3VR Frontier Ejecting.jpg|thumb|none|600px|Dumping out an empty magazine, and getting back to the job at hand.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Pistol&amp;quot;==&lt;br /&gt;
One of the firearms added in the &amp;quot;Meat Fortress&amp;quot; update (an officially-licensed crossover with ''[[Team Fortress 2]]''),  the &amp;quot;Pistol&amp;quot; is a duplicate of the one from ''TF2'', being a mix of [[Walther PPK]] (ejection port, grip panels, lower gripframe) and [[Makarov PM]] (slide, trigger, upper frame) with a [[Smith &amp;amp; Wesson 61 Escort|Smith &amp;amp; Wesson Model 61 Escort]]-esque rounded trigger guard. Of note is that the original model was largely static (with only the magazine being an actual moving part), forcing gamedev Anton Hand to rework the model for use with ''H3'''s firearm systems. Of note is that the &amp;quot;Pistol&amp;quot;, along with all the other Meat Fortress weapons, are not classified based on their actual weapon type; instead, they occupy a special &amp;quot;Meat Fort&amp;quot; class in the in-game item spawner.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:WaltherPPK.jpg|thumb|none|350px|Walther PPK - .380 ACP]]&lt;br /&gt;
[[File:S&amp;amp;W61Escort.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 61 Escort - .22 LR]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Left.jpg|thumb|none|600px|Throw 'em all together with a healthy dose of cartoonishness, and you get this puppy.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Slide.jpg|thumb|none|600px|A close-up of the inside of the pistol, showing the work done in its remodeling - the inside of the slide, the magazine well, the feed ramp, the rear end of the barrel, the front end of the barrel, and all of the slide and frame surfaces that's expose when the slide comes back had to be modeled at ''H3'''s end.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Cocked.jpg|thumb|none|600px|Also added were appropriate functions for the hammer, seen here cocked; the pistol operates in single-action in-game, unlike ''TF2'''s seeming DAO.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Trigger.jpg|thumb|none|600px|And, of course, what good is a hammer without a trigger to drop it? The one in-game recesses itself near-totally into the frame when pulled, as seen here.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Magazine.jpg|thumb|none|600px|Looking at a magazine; true to the source material, these hold 12 rounds. The pistol in this build uses .45 ACP; all of these ''TF2''-derived weapons initially used standard calibers as placeholders, so as to avoid accidental leaking of project-related information before the crossover was announced.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Loading.jpg|thumb|none|600px|Loading the Pistol with one of the aforeobserved magazines; note that the stamping in the top of the magazine is modeled in 3D, as opposed to the original game, wherein it was simply part of a flat texture.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Aiming.jpg|thumb|none|600px|Pointing the Pistol at a Sosig Heavy's head; as with many of these weapons, the sights aren't exactly... ''traditional''.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Firing.jpg|thumb|none|600px|Switching targets to a nearby Sosig Engineer, and dumping rounds into its &amp;quot;torso&amp;quot;. Note that, due to its non-standard layout, the Pistol ejects to the left instead of the right.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Ejecting.jpg|thumb|none|600px|Dumping an empty magazine out of the locked-empty pistol, and declaring solemnly that it really do be like that sometimes.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Round.jpg|thumb|none|600px|Performing a dual simultaneous reload with a brace of pistols, showing off 2 loaded magazines; in keeping with their Russian-sounding name, the Pistols' proprietary &amp;quot;11mm Mannchevskikovovichidev&amp;quot; rounds are steel-cased, with a dull copper-jacketed bullet and a red ring of &amp;lt;s&amp;gt;death&amp;lt;/s&amp;gt; case sealant.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Suppressor.jpg|thumb|none|600px|Interestingly, several of the ''TF2'' weapons can equip suppressors, the Pistol among them; this is a &amp;quot;Large A&amp;quot; Maxim Silencer (the first commercially-available firearm suppressor), one of 6 variants thereof added in Update #76 - there are 3 sizes, each in &amp;quot;A&amp;quot; (standalone) and &amp;quot;B&amp;quot; (adaptor-fitted) variants.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Suppressed.jpg|thumb|none|600px|Firing one of these produces an exaggerated, high-pitched &amp;quot;pew&amp;quot; sound, befitting of a game as cartoonish and exaggerated as ''TF2''.]]&lt;br /&gt;
[[File:H3VR TF2 Pistol Can.jpg|thumb|none|600px|On the topic of suppressors, Update #83 added several community-designed ones meant to fit the ''TF2'' arsenal; this is the Pistol's. The flared-out profile fits the cartoonish artstyle, while the finish matches the gun's frame to a T.]]&lt;br /&gt;
===&amp;quot;Backfielder&amp;quot;===&lt;br /&gt;
Added in Update #103, the Backfielder is a variant of the Meat Fortress pistol, featuring a non-removable stock and the ability to fire in three-round bursts. In addition, an extended eighteen-round magazine was added that's compatible with both firearms.&lt;br /&gt;
[[File:H3VR Backfielder Left.jpg|thumb|none|600px|Admiring the Backfielder, in the most appropriate place possible - the Arizona range's backfield.]]&lt;br /&gt;
[[File:H3VR Backfielder Right.jpg|thumb|none|600px|Assuming that you can really call any part of this place a &amp;quot;field&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Backfielder Loading.jpg|thumb|none|600px|Loading in a standard 12-round magazine, of the same type used by the basic Pistol.]]&lt;br /&gt;
[[File:H3VR Backfielder Racking.jpg|thumb|none|600px|Chambering a round of 11mm Manchevskikovovichidev; the slide is about a frame from going into battery here.]]&lt;br /&gt;
[[File:H3VR Backfielder Aiming.jpg|thumb|none|600px|Aiming at one of the dueling tree's plates; the tall 3-post sights are decently clear and easy to read (especially compared to the basic version's), though the near-identical color of the plate makes them a bit harder to make out. Especially at a rather baffling arm's length - if you're using it properly, you shouldn't be seeing this much of the stock.]]&lt;br /&gt;
[[File:H3VR Backfielder Firing.jpg|thumb|none|600px|Firing a round regardless; the recoil wasn't bad to begin with, so the longer version is pretty mild.]]&lt;br /&gt;
[[File:H3VR Backfielder Locked.jpg|thumb|none|600px|Unsurprisingly, 12 rounds don't last long when you're having this much fun. So, out with the old...]]&lt;br /&gt;
[[File:H3VR Backfielder Extended.jpg|thumb|none|600px|...and in with the new (or newer, depending on when you're reading this article). Note that this isn't the slide's locked-back position; rather, this is its furthest rearward travel position, since this shot is right at the apex of a quick powerstroke - as with the standard version, this is the only way to send the slide back into battery, since it doesn't have a release lever.]]&lt;br /&gt;
[[File:H3VR Backfielder Burst.jpg|thumb|none|600px|Firing a burst into an unsuspecting bit of pottery; the awkwardly far-left position of the pistol is necessary to even get two of the spent cases on the screen at once. And don't even think about getting 3.]]&lt;br /&gt;
[[File:H3VR Backfielder Stock.jpg|thumb|none|600px|And no, before anyone asks, this doesn't work. It looks like it'll fit, but it won't go in no matter how hard you try, so don't bother - trying to force things into unwilling holes just because they look like they'll fit isn't a good way to go about life.]]&lt;br /&gt;
&lt;br /&gt;
==PL-14 Lebedev==&lt;br /&gt;
Alpha 1 of Update #94 added the [[PL-14 Lebedev]], accompanying the above [[GSh-18]] as part of an effort to expand the game's once-meager selection of modern Russian handguns.&lt;br /&gt;
[[File:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR PL14 Left.jpg|thumb|none|600px|Examining the PL-14 in a place that's snowy enough to be Siberia, but far too cheerful.]]&lt;br /&gt;
[[File:H3VR PL14 Right.jpg|thumb|none|600px|As for the pistol itself, it has a rather 20-minutes-into-the-future aesthetic to it, with sharp, angular lines and a nice low bore axis.]]&lt;br /&gt;
[[File:H3VR PL14 Loading.jpg|thumb|none|600px|Loading in a magazine; these hold 15 rounds a pop, and seem to have two catches cut into them for whatever reason.]]&lt;br /&gt;
[[File:H3VR PL14 Racking.jpg|thumb|none|600px|Racking the slide; note the ambidextrous safety lever. This is functional in-game, though it initially worked without actually moving or producing sound (leading to some rather awkward situations where the gun would fail to fire for no apparent reason).]]&lt;br /&gt;
[[File:H3VR PL14 Aiming.jpg|thumb|none|600px|Aiming at a wall; the sights are today's standard 3-dot arrangement.]]&lt;br /&gt;
[[File:H3VR PL14 Firing.jpg|thumb|none|600px|Firing off a few rounds at the wall, questioning why the gods have seen fit to trap us in this prison they call a snowglobe.]]&lt;br /&gt;
[[File:H3VR PL14 Ejecting.jpg|thumb|none|600px|With the mag having outlived its contents, it takes a trip down to the floor. 15 rounds just doesn't seem to last as long as it used to...]]&lt;br /&gt;
&lt;br /&gt;
==Roth-Steyr M1907==&lt;br /&gt;
The [[Roth-Steyr M1907]] was added in Update #105 Experimental Build 1.&lt;br /&gt;
[[File:Rothsteyr07.jpg|thumb|none|350px|Roth-Steyr M1907 - 8x19mm Roth-Steyr]]&lt;br /&gt;
[[File:H3VR 1907 Left.jpg|thumb|none|600px|Admiring the other Austrian striker-fired service pistol. Y'know, the one made by [[Steyr]].]]&lt;br /&gt;
[[File:H3VR 1907 Right.jpg|thumb|none|600px|No, not ''[[Steyr M9|that]]'' Steyr-made striker-fired service pistol, the other Steyr-made striker-fired service pistol. The older one.]]&lt;br /&gt;
[[File:H3VR 1907 Racking.jpg|thumb|none|600px|Yanking back the M1907's distinctive(ly toy-esque) rear-mounted cocking knob...]]&lt;br /&gt;
[[File:H3VR 1907 Loading.jpg|thumb|none|600px|...and loading in a 10-round stripper clip of (proprietary) 8x19mm ammunition. Notably, these clips feature a follower (the small metal block on top of the rounds); this makes stripping rounds into the magazine an easier, smoother process, at the cost of adding cost and complexity to the manufacture of what would otherwise be literally two pieces of stamped metal. The markings on the top are accurate, reading &amp;quot;WAFFENFABRIK STEYR 34474&amp;quot;, with the latter being a serial number (also visible on the right side of the frame; this, alongside the markings on the unit disk in the right grip panel, shows that the in-game pistol was modeled off of [https://collections.royalarmouries.org/object/rac-object-283104.html this] example in the Royal Armouries' collection).]]&lt;br /&gt;
[[File:H3VR 1907 Releasing.jpg|thumb|none|600px|Thumbing the Roth-Steyr's bolt release. Or the Roth-Krnka's, if you prefer. Or the Roth-Theodorovic's. Or the Krnka-Theodorovic's. Or the Roth-Steyr-Krnka-Theodorovic's. Takes a village to raise a pistol design, after all.]]&lt;br /&gt;
[[File:H3VR 1907 Aiming.jpg|thumb|none|600px|Aiming; the sights are about what one would expect for the era, with a reasonably deep V-notch rear and a small barleycorn-style front post. A few proof marks are visible on the back of the bolt and frame, in case you were worried about the gun exploding or something.]]&lt;br /&gt;
[[File:H3VR 1907 Firing.jpg|thumb|none|600px|If the proofs don't offer sufficient proof, then hopefully this will. 8x19mm isn't the most powerful round, but it's still got some pep to it.]]&lt;br /&gt;
[[File:H3VR 1907 Striker.jpg|thumb|none|600px|Looking side-on at the pistol again, to demonstrate a neat detail: the rear end of the striker doubles as a cocking indicator.]]&lt;br /&gt;
[[File:H3VR 1907 Cocked.jpg|thumb|none|600px|Furthermore, like both of the other Austrian striker-fired service pistols mentioned above, the M1907 uses a half-cocked striker system; accordingly, the cocking indicator visibly moves backward as the trigger is pulled, before dropping at the end of its travel.]]&lt;br /&gt;
[[File:H3VR 1907 Mistake.jpg|thumb|none|600px|Which, as one should probably know, is exactly why you don't demonstrate this feature when the gun's still loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Ruby Pistol==&lt;br /&gt;
The [[Ruby Pistol]] was added in Alpha 3 of Update #94. It is the semi-auto equivalent of the earlier-added UNION machine pistol, though the two do not have cross-compatible magazines. The Ruby was mistakenly placed in the Machine Pistols category; this was fixed shortly after.&lt;br /&gt;
[[File:Gabilondo-Ruby.jpg|thumb|none|350px|Ruby Pistol - .32 ACP]]&lt;br /&gt;
[[File:H3VR Ruby Overview.JPG|thumb|none|600px|The Ruby Pistol; apparently this pistol had already been fully coded for a year, but was forgotten about until now. Better late than never, I guess.]]&lt;br /&gt;
[[File:H3VR Ruby Reverse.JPG|thumb|none|600px|Reverse side of the Ruby.]]&lt;br /&gt;
[[File:H3VR Ruby Magazine.JPG|thumb|none|600px|Inserting the eight round magazine into the pistol.]]&lt;br /&gt;
[[File:H3VR Ruby Chambered.JPG|thumb|none|600px|After a year of waiting, the little pistol is finally ready to take out its pent up frustrations on the nearest target.]]&lt;br /&gt;
[[File:H3VR Ruby Aim.JPG|thumb|none|600px|That target being, a big orange fuel canister. Fortunately it's not too far away, as the Ruby's tiny sights make distance shooting a challenge.]]&lt;br /&gt;
[[File:H3VR Ruby Fired.JPG|thumb|none|600px|Take that, conveniently positioned and dangerously explosive metallic cylinder!]]&lt;br /&gt;
[[File:H3VR Ruby Empty.JPG|thumb|none|600px|After emptying the entire magazine into the canister, it finally starts to catch fire. The little .32 ACP pistol walks away, defeated.]]&lt;br /&gt;
[[File:H3VR Ruby Union.JPG|thumb|none|600px|Seeking consultation with its big brother, the Ruby realizes that despite being based on the same design, it cannot use its bigger brother's 35-round magazine. Though to be fair, the Ruby itself was made by 50 different manufacturers, and oftentimes they weren't interchangeable with each other either.]]&lt;br /&gt;
[[File:H3VR Ruby Chungus.JPG|thumb|none|600px| Seeking comfort elsewhere, the Ruby discovers another new addition to the game, the Chuwungus suppressor (yes it's actually called the Chuwungus, stop laughing).]]&lt;br /&gt;
[[File:H3VR Ruby ChungusAttached.JPG|thumb|none|600px|Even after shrinking down to fit the Ruby's barrel, the Chuwungus is still bigger than the Ruby.]]&lt;br /&gt;
[[File:H3VR Ruby ChungusAim.JPG|thumb|none|600px|Fortunately, the top of the Chuwungus is just low enough for the Ruby's sights to be (barely) useable.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk III]] is one of the available firearms in-game; it was added in Update #5, and was, until the release of Update #56, the only weapon in the game chambered in .22 Long Rifle. Notably, its magazine safety (a system that prevents the pistol from firing if no magazine is inserted) is correctly simulated in-game.&lt;br /&gt;
[[File:RugerMkiiiStainless.jpg|thumb|none|350px|Stainless Ruger Mk III w/ standard-weight barrel - .22 LR]]&lt;br /&gt;
[[File:H3VR MkIII Left.jpg|thumb|none|600px|Admiring the lovelily lithe little Ruger.]]&lt;br /&gt;
[[File:H3VR MkIII Right.jpg|thumb|none|600px|The target pistol's other side, with the change in lighting providing a good look at the well-polished finish.]]&lt;br /&gt;
[[File:H3VR MkIII Load.jpg|thumb|none|600px|Loading in a magazine...]]&lt;br /&gt;
[[File:H3VR MkIII Racking.jpg|thumb|none|600px|...and pulling back the bolt to chamber a round.]]&lt;br /&gt;
[[File:H3VR MkIII Aiming.jpg|thumb|none|600px|The pistol's sights; a simple rear notch and front post, both black. Not the easiest to make out, but not too difficult either.]]&lt;br /&gt;
[[File:H3VR MkIII Firing.jpg|thumb|none|600px|Enjoying a bit of casual plinking with the MkIII.]]&lt;br /&gt;
[[File:H3VR MkIII Ejecting.jpg|thumb|none|600px|Ejecting an empty magazine, and breathing in that sweet, sweet smell of burnt gunpowder.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk IV==&lt;br /&gt;
Update #59's ninth alpha build added the [[Ruger Mk III|Ruger Mk IV]], an improved version of the Mk III with a simplified disassembly procedure. 2 versions were added: a stainless Hunter model with high-contrast illuminated sights, and a Standard model with a custom integrated suppressor, known as the &amp;quot;Whisper&amp;quot; variant. As with the earlier Mk III, the Mk IVs both have simulated magazine safeties.&lt;br /&gt;
[[File:Mark IV Hunter.jpg|thumb|none|350px|Ruger Mk IV Hunter - .22 LR]]&lt;br /&gt;
[[File:H3VR MkIV Hunter Left.jpg|thumb|none|600px|Examining the Hunter. A beautiful thing, it is.]]&lt;br /&gt;
[[File:H3VR MkIV Hunter Right.jpg|thumb|none|600px|The pistol's other side. Interestingly, the pistol's grip panels have nearly unaltered Ruger logo medallions embedded in them; the only change is the replacement of the &amp;quot;R&amp;quot; with a &amp;quot;B&amp;quot;, which, judging by the markings on the side of the upper receiver, presumably stands for &amp;quot;Bugert&amp;quot;.]]&lt;br /&gt;
[[File:H3VR MkIV Hunter Aiming.jpg|thumb|none|600px|Taking a look at the Hunter's red-and-yellow illuminated sights.]]&lt;br /&gt;
===Whisper===&lt;br /&gt;
[[File:Mark IV Standard.jpg|thumb|none|350px|Ruger Mk IV Standard - .22 LR]]&lt;br /&gt;
[[File:H3VR MkIV Whisper Left.jpg|thumb|none|600px|The Mk IV &amp;quot;Whisper&amp;quot;, in all its subtle glory.]]&lt;br /&gt;
[[File:H3VR MkIV Whisper Loading.jpg|thumb|none|600px|Loading in a standard 10-round magazine.]]&lt;br /&gt;
[[File:H3VR MkIV Whisper Right.jpg|thumb|none|600px|Flipping the pistol over...]]&lt;br /&gt;
[[File:H3VR MkIV Whisper Racking.jpg|thumb|none|600px|...and pulling back the bolt.]]&lt;br /&gt;
[[File:H3VR MkIV Whisper Pointing.jpg|thumb|none|600px|Pointing the pistol at a target; lacking a front sight, the Whisper doesn't really necessitate proper aiming.]]&lt;br /&gt;
[[File:H3VR MkIV Whisper Firing.jpg|thumb|none|600px|Firing the Mk IV. As the name implies, the weapon is whisper-quiet.]]&lt;br /&gt;
[[File:H3VR MkIV Whisper Locked.jpg|thumb|none|600px|Setting down the now-empty Whisper.]]&lt;br /&gt;
&lt;br /&gt;
==Seburo Compact-eXploder==&lt;br /&gt;
Update #57 added one firearm, the Compact-eXploder machine pistol, made by Japanese science fiction mangaka Masamune Shirow's fictional arms company Seburo. In-game, the weapon is referred to as the &amp;quot;SCX&amp;quot; (i.e. '''S'''eburo '''C'''ompact-e'''X'''ploder), and fires the 4.6x30mm HK round (its caliber never being specified in the original source material).&lt;br /&gt;
[[File:Seburo Compact-eXploder pistol.jpg|thumb|none|350px|Airsoft replica of the Seburo Compact-eXploder pistol seen in the manga ''Appleseed''. This is a conversion kit for the Maruzen [[Walther PPK/S|PPK/S]] airsoft gun made by Dai-Nihon Giken Poseidon.]]&lt;br /&gt;
[[File:H3VR SCX Left.jpg|thumb|none|600px|Examining the SCX. A rather well-done model for a gun that doesn't actually exist.]]&lt;br /&gt;
[[File:H3VR SCX Right.jpg|thumb|none|600px|The right side of the pistol, which looks more or less the same as the left.]]&lt;br /&gt;
[[File:H3VR SCX Magazine.jpg|thumb|none|600px|Taking a look at one of the Seburo's distinctive curved magazines, which shows off the white-tipped (armor-piercing incendiary tracer) 4.6mm rounds within. These magazines hold 15 rounds, presumably due to them being single-stack.]]&lt;br /&gt;
[[File:H3VR SCX Loading.jpg|thumb|none|600px|Loading in the aforementioned magazine.]]&lt;br /&gt;
[[File:H3VR SCX Aiming.jpg|thumb|none|600px|Lining up the Compact-eXploder's high-set sights...]]&lt;br /&gt;
[[File:H3VR SCX Firing.jpg|thumb|none|600px|...and sending out a 15-round burst.]]&lt;br /&gt;
&lt;br /&gt;
==Seburo M-5==&lt;br /&gt;
The Seburo M-5 was added as part of the Meatmas 2023 update. It is the second firearm to be added based on ''[[Ghost in the Shell]]'', and the first to be chambered in 5.45x18mm.&lt;br /&gt;
[[File:Seburom5l.jpg|thumb|none|450px|Poseidon model replica of the Seburo M-5.]]&lt;br /&gt;
[[File:H3VR M5 Left.jpg|thumb|none|600px|Examining the M-5. Not all that often that a game contains two separate firearms from the same non-existent manufacturer.]]&lt;br /&gt;
[[File:H3VR M5 Right.jpg|thumb|none|600px|Well, one that wasn't made up for the game itself, anyway. The markings are relatively straightforward - the model designation and caliber on the slide, and the serial number on the frame.]]&lt;br /&gt;
[[File:H3VR M5 Loading.jpg|thumb|none|600px|Loading in a magazine; these hold 20 rounds of 5.45x18mm ammo. Interestingly, this is a real round, developed for the Soviet [[PSM]]; this isn't a case of the in-game gun being chambered for a real round to avoid needing a new one, however, as the original M-5 was also stated to use this round, and nothing else in ''H3'' (currently) uses it anyway.]]&lt;br /&gt;
[[File:H3VR M5 Racking.jpg|thumb|none|600px|Chambering a round; despite its low-pressure cartridge, the M-5 is short-recoil operated, rather than straight-blowback as one might expect.]]&lt;br /&gt;
[[File:H3VR M5 Aiming.jpg|thumb|none|600px|Taking aim at a couple of unexpectedly-appearing shells, wary of any ghosts they may contain...]]&lt;br /&gt;
[[File:H3VR M5 Firing.jpg|thumb|none|600px|...before deciding not to take any chances. It's not like a manufactured object has feelings anyway.]]&lt;br /&gt;
[[File:H3VR M5 Locked.jpg|thumb|none|600px|The perceived threat dealt with with extreme prejudice, all that's left is a locked-open slide.]]&lt;br /&gt;
[[File:H3VR M5 Ejecting.jpg|thumb|none|600px|So, just push the (animated) magazine release and carry on.]]&lt;br /&gt;
&lt;br /&gt;
==SIG P210==&lt;br /&gt;
The [[SIG P210]] was added in Experimental build 1 of Update #111. Three different variants were added; the original P210-1 model, the P210-5 Target model, and the P210-6 model with a conversion kit to chamber it in .22LR. This conversion kit is used in real life for training models.&lt;br /&gt;
[[File:Sig P210.jpg|thumb|none|350px|SIG P210-1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR P210-1 leftside.jpg|600px|thumb|none|Taking a look at the left side of the classic Swiss handgun. Gotta love those stylish wooden grips. ]]&lt;br /&gt;
[[File:H3VR P210-1 rightside.jpg|600px|thumb|none|The other side of the pistol. ]]&lt;br /&gt;
[[File:H3VR P210-1 insertmag.jpg|600px|thumb|none|Inserting a magazine containing 8 rounds of 9x19mm. ]]&lt;br /&gt;
[[File:H3VR P210-1 chamberround.jpg|600px|thumb|none|Bringing a round into the chamber. ]]&lt;br /&gt;
[[File:H3VR P210-1 ADS.jpg|600px|thumb|none|Taking aim...]]&lt;br /&gt;
[[File:H3VR P210-1 firing.jpg|600px|thumb|none|...and firing. ]]&lt;br /&gt;
&lt;br /&gt;
===SIG P210-5 Target===&lt;br /&gt;
[[File:SIG P210-5 Target.jpg|thumb|none|350px|SIG P210-5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR P210-5 leftside.jpg|600px|thumb|none|The left side of the P210-5 Target. The handgun's front sight is actually mounted to the barrel itself, which is certainly one way to improve the sight radius of a target-shooting handgun.]]&lt;br /&gt;
[[File:H3VR P210-5 rightside.jpg|600px|thumb|none|Bar the improved adjustable sights, black grips, and extended barrel, the P210-5 is pretty much identical to its brother.]]&lt;br /&gt;
[[File:H3VR P210-5 insertmag.jpg|600px|thumb|none|It uses the same magazines as the standard P210, no surprises here. ]]&lt;br /&gt;
[[File:H3VR P210-5 firing.jpg|600px|thumb|none|Firing a round. ]]&lt;br /&gt;
[[File:H3VR P210-5 tacticalreload.jpg|600px|thumb|none|Having fired all 8 shots, the player performs a tactical reload.]]&lt;br /&gt;
[[File:H3VR P210-5 powerstroke.jpg|600px|thumb|none|This is followed by an ''extremely'' tactical powerstroke of the slide with the empty magazine. Don't try this at home (because it probably wouldn't work)! ]]&lt;br /&gt;
&lt;br /&gt;
===SIG P210-6 Target===&lt;br /&gt;
[[File:P210-6 Target.jpg|thumb|none|350px|SIG P210-6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR P210-6 leftside.jpg|600px|thumb|none|Holding the P210-6. It appears similar to the standard P210, just with a fancy-schmancy set of target sights and slightly different grips.]]&lt;br /&gt;
[[File:H3VR P210-6 rightside.jpg|600px|thumb|none|The right side of the handgun. Again, nothing too out of the ordinary. ]]&lt;br /&gt;
[[File:H3VR P210-6 magazinecomp.jpg|600px|thumb|none|A cursory glance at the P210-6's magazine, however, tells all. The P210-6 depicted in-game has been fitted with a .22 LR conversion kit for training purposes, as mentioned earlier.]]&lt;br /&gt;
[[File:H3VR P210-6 insertmag.jpg|600px|thumb|none|Inserting a magazine into the handgun. Unfortunately, despite the massive caliber downgrade, the capacity remains a subpar 8 rounds.]]&lt;br /&gt;
[[File:H3VR P210-6 chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:H3VR P210-6 firing.jpg|600px|thumb|none|Shooting the training target pistol. The muzzle rise, or lack thereof, is unsurprising. ]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The first alpha build of Update #90 was one that'd been requested for quite some time: a [[SIG-Sauer P226R]], known in-game as the &amp;quot;P226 Mk 25&amp;quot; (the US Navy-issued version), with 15- and 20-round magazines available.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR P226 Left.jpg|thumb|none|600px|At long last, our Swiss-German friend is here.]]&lt;br /&gt;
[[File:H3VR P226 Right.jpg|thumb|none|600px|Oh, and the grips aren't actually pink. That's just the lighting.]]&lt;br /&gt;
[[File:H3VR P226 Loading.jpg|thumb|none|600px|Loading in a standard magazine.]]&lt;br /&gt;
[[File:H3VR P226 Racking.jpg|thumb|none|600px|Racking the slide, and trying to ignore the pinkness.]]&lt;br /&gt;
[[File:H3VR P226 Aiming.jpg|thumb|none|600px|Aiming at a Weinerbot; as mentioned with the Bergmann No. 5, these are still present in some scenes, the Mini Arena among them.]]&lt;br /&gt;
[[File:H3VR P226 Firing.jpg|thumb|none|600px|Putting a nine-millimeter round into its head...]]&lt;br /&gt;
[[File:H3VR P226 Ejecting.jpg|thumb|none|600px|...to precious little effect, as the empty magazine and locked-open slide here make apparent. Note the blue circle on the ejected mag; this indicates that a given object is elligible for targeting with the ''[[Half-Life: Alyx]]''-esque &amp;quot;Grabbity Gloves&amp;quot; added in Update #89. Upon being selected, it turns orange.]]&lt;br /&gt;
[[File:H3VR P226 Extended.jpg|thumb|none|600px|Realizing a need for more firepower, and loading in a 20-round extendo.]]&lt;br /&gt;
[[File:H3VR P226 Illuminated.jpg|thumb|none|600px|Dropping another Weinerbot with the P226, thanking the mysterious Circle of Illumination for making it clear where the doorway ends.]]&lt;br /&gt;
[[File:H3VR P226 Flashlight.jpg|thumb|none|600px|This circle is, of course, the product of an underbarrel flashlight. And a needlessly dramatic mag pitch.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P250 Compact==&lt;br /&gt;
The compact version of the [[SIG-Sauer P250]] is one of the available firearms in-game. It has a two-tone finish, is chambered in .45 ACP, and was added in Update #5.&lt;br /&gt;
[[File:P250-TT-detail-R.jpg|thumb|none|350px|Early Model SIG-Sauer P250 Compact with two-tone finish - 9x19mm Parabellum. The in-game weapon is a later model, unlike this image.]]&lt;br /&gt;
[[File:H3VR P250.jpg|thumb|none|600px|Admiring the P250, amidst a selection of other handguns.]]&lt;br /&gt;
[[File:H3VR P250 Loading.jpg|thumb|none|600px|Loading in a standard 9-round magazine.]]&lt;br /&gt;
[[File:H3VR P250 Cocking.jpg|thumb|none|600px|Chambering the first of the aforementioned 9 rounds.]]&lt;br /&gt;
[[File:H3VR P250 Aiming.jpg|thumb|none|600px|Taking aim at a target...]]&lt;br /&gt;
[[File:H3VR P250 Firing.jpg|thumb|none|600px|...and firing.]]&lt;br /&gt;
[[File:H3VR P250 Modded.jpg|thumb|none|600px|A P250 fitted with a laser and a red-dot sight. The latter is no longer possible; it was found that detachable slide-mounted red-dot sights had serious zeroing problems, so the feature was removed, leaving the player's only options for RDSed handguns either the use of a wrap-around rail mount or one of the pistols with a fixed red-dot sight.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The final build of Update #97 added a [[SilencerCo Maxim 9]], dubbed the &amp;quot;Max9&amp;quot; in-game.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Maxim Left.jpg|thumb|none|600px|Taking a trip out to the reworked Friendly45 range (whose rebuild was one of the other things added in Update #97), and admiring the view.]]&lt;br /&gt;
[[File:H3VR Maxim Right.jpg|thumb|none|600px|And the Maxim 9, of course.]]&lt;br /&gt;
[[File:H3VR Maxim Loading.jpg|thumb|none|600px|Loading a magazine into the pistol - while this mag is a unique model, it's interchangeable with standard [[Glock 17]] mags.]]&lt;br /&gt;
[[File:H3VR Maxim Racking.jpg|thumb|none|600px|Racking the slide, and showing off its unique layout in the process.]]&lt;br /&gt;
[[File:H3VR Maxim Aiming.jpg|thumb|none|600px|Aiming the Maxim 9 - the sights are a white 3-dot setup, typical of modern handguns.]]&lt;br /&gt;
[[File:H3VR Maxim Firing.jpg|thumb|none|600px|Ringing some plates. While the [[Welrod]] and [[De Lisle Carbine|De Lisle]] have it beat in overall quietness, the Maxim 9 is still the quietest autoloader in the game.]]&lt;br /&gt;
[[File:H3VR Maxim Locked.jpg|thumb|none|600px|17 soft shots (and loud dings) later, the Maxim 9 locks open.]]&lt;br /&gt;
[[File:H3VR Maxim Ejecting.jpg|thumb|none|600px|Dumping out the old magazine, in suitably dramatic fashion.]]&lt;br /&gt;
[[File:H3VR Maxim RDS.jpg|thumb|none|600px|Also of note is the Maxim 9's barrel-mounted RMR plate; this acts as a rail in-game, and disappears when an attachment (like this Aimpoint ACRO red-dot sight) is mounted on it. The end result can look absolutely seamless if done correctly.]]&lt;br /&gt;
[[File:H3VR Maxim Modded.jpg|thumb|none|600px|Alternatively, you can just go for broke with attachments - a laser sight, a Fortis SHIFT foregrip, a FAB Defense GLR-440 stock, and a KCI 50-round drum magazine, in this case. As a note of trivia, this would be (in the US, at any rate) a two-tax-stamp build if you attached the stock first (one for the suppressor, and one for the stock making it legally a &amp;quot;short-barreled rifle&amp;quot;), or a three-stamp build if you put the foregrip on first (one for the suppressor, one for the foregrip making it legally an &amp;quot;Any Other Weapon&amp;quot;, and one for the stock converting that into an SBR).]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 41==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 41]] was added in the Meatmas 2023 update.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W41Standard.jpg|thumb|none|450px|Smith &amp;amp; Wesson 41 - .22 Long Rifle]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
Alpha #6 of Update #100 added the oft-requested [[Stechkin APS]], along with some special attachments for it.&lt;br /&gt;
[[File:Pistol_Russian_Stechkin_9x18mm_Makarov_machine_pistol_2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[File:H3VR APS Left.jpg|thumb|none|600px|Taking a classic Russian machine pistol out to the Proving Grounds, to... prove its value, I suppose?]]&lt;br /&gt;
[[File:H3VR APS Right.jpg|thumb|none|600px|I mean, it's a pretty proven design as-is, but this one looks pristine enough to be unproven on its own, so it's a decent enough excuse.]]&lt;br /&gt;
[[File:H3VR APS Loading.jpg|thumb|none|600px|Loading in a magazine; despite what its impressive size would suggest, the Stechkin doesn't fire a terribly powerful cartridge - instead of a few large rounds, it packs a whopping 20 9x18mm Makarov cartridges into each flush-fitting magazine.]]&lt;br /&gt;
[[File:H3VR APS Racking.jpg|thumb|none|600px|Accordingly, there's nothing holding the slide closed - it's plain-old straight blowback, just like its [[Makarov PM|smaller cousin]].]]&lt;br /&gt;
[[File:H3VR APS Aiming.jpg|thumb|none|600px|Aiming the APS; the sights are decently tall, with a U-notch rear sight and a somewhat narrow front blade typical of the era.]]&lt;br /&gt;
[[File:H3VR APS Firing.jpg|thumb|none|600px|Popping off a round. Being a fairly large gun chambered in a fairly low-powered cartridge, recoil is fairly mild.]]&lt;br /&gt;
[[File:H3VR APS Auto.jpg|thumb|none|600px|But, of course, that's not what you chose the Stechkin for, is it? You wanted to use the other selector position.]]&lt;br /&gt;
[[File:H3VR APS Locked.jpg|thumb|none|600px|Doing so rather quickly leads to this - an open slide, and an open magazine.]]&lt;br /&gt;
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:H3VR APS Stocks.jpg|thumb|none|600px|To make this unshown full-auto a bit more practical, the Stechkin can accept a stock - you can choose between the classic wooden variety, or a more modern-looking black polymer option.]]&lt;br /&gt;
[[File:Stechkin apb.jpg|thumb|none|350px|Stechkin APB - 9x18mm Makarov]]&lt;br /&gt;
[[File:H3VR APS Suppressed.jpg|thumb|none|600px|Alternatively, you can stick the also concurrently-added wire stock and suppressor, allowing it to pass for a [[Stechkin APB]] (minus that version's threaded barrel).]]&lt;br /&gt;
[[File:H3VR APS Dual.jpg|thumb|none|600px|And if you're looking to reduce the pistol's practicality instead of increasing it, you can do... this. (Hey, you didn't seriously think we were gonna deprive you of a good full-auto screenshot, did you?)]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
Added in the third alpha of Update #85, the [[Steyr M1912]] expands ''H3'''s roster of clip-fed pistols, and is one of only two firearms in the game chambered in 9x23mm Steyr (the other one of which, added concurrently, is below).&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:H3VR M1912 Right.jpg|thumb|none|600px|Admiring the M1912 while enjoying the scenic views of - ''wait a minute, this isn't Albania'']]&lt;br /&gt;
[[File:H3VR M1912 Safe.jpg|thumb|none|600px|''&amp;quot;Oh, we were supposed to turn LEFT at Podgorica.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR M1912 Left.jpg|thumb|none|600px|Disengaging the Steyr's safety; this is rather important, as the safety prevents the slide from moving...]]&lt;br /&gt;
[[File:H3VR M1912 Locking.jpg|thumb|none|600px|...which is necessary to load the thing.]]&lt;br /&gt;
[[File:H3VR M1912 Loading.jpg|thumb|none|600px|Loading is accomplished via an 8-round stripper clip; loose rounds can also be used, but there's not much of a practical advantage to doing so.]]&lt;br /&gt;
[[File:H3VR M1912 Aiming.jpg|thumb|none|600px|Aiming at a glass bottle; the front sight is rather thin, making the sights easy to use with light backgrounds, and nearly impossible to use on dark ones.]]&lt;br /&gt;
[[File:H3VR M1912 Firing.jpg|thumb|none|600px|Emphasis on &amp;quot;nearly&amp;quot;; while the pistol itself obscures it here, this was, in fact, a direct hit. Yep, absolutely square-on. No reason to doubt me on this one, just take my word for it.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Anschlagpistole M.12==&lt;br /&gt;
The [[Steyr M1912#Steyr Anschlagpistole M.12|Anschlagpistole M.12]], the select-fire machine pistol variant of the above [[Steyr M1912]], was added concurrently with the former in Update #85's third alpha build. It is labelled in the game as the &amp;quot;M1912/P.16&amp;quot;, an oft-quoted-but-incorrect designation (short for ''&amp;quot;Patrone 16&amp;quot;'', in reference to its 16-round capacity). It is permanently fitted with a stock (as, unlike most pistol stocks, the M1912's wraps around the entire grip, making even the game's version of interchangeability unfeasible), and features the appropriate 16-round extended fixed magazine. The stock lacks the butt pad that was present on the real Anschlagpistole M.12.&lt;br /&gt;
[[File:Steyr P16 Stock.jpg|thumb|none|450px|Steyr Anschlagpistole M.12 with stock - 9x23mm Steyr]]&lt;br /&gt;
[[File:H3VR P16 Left.jpg|thumb|none|600px|Taking a look at the M1912/P.16, right at the start of a &amp;quot;Battle Petite&amp;quot; match in the Meatmas Cappocolloseum.]]&lt;br /&gt;
[[File:H3VR P16 Loading.jpg|thumb|none|600px|Stripping some rounds off of the first of two stripper clips. Or maybe the second. You have no real way of knowing.]]&lt;br /&gt;
[[File:H3VR P16 Chambering.jpg|thumb|none|600px|Chambering what could just as easily be the first of eight rounds as it could be sixteen - again, you can't tell.]]&lt;br /&gt;
[[File:H3VR P16 Semi.jpg|thumb|none|600px|A minute or two of sausage-shooting later, and a quick peek at the right side of the pistol reveals this large switch on the frame.]]&lt;br /&gt;
[[File:H3VR P16 Auto.jpg|thumb|none|600px|Flipping it down results in...]]&lt;br /&gt;
[[File:H3VR P16 Firing.jpg|thumb|none|600px|''&amp;quot;Yes, I know the rule of the Double Tap, but I think you crossed the line between &amp;quot;playing it safe&amp;quot; and &amp;quot;desecrating a corpse&amp;quot; about eleven rounds ago.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR P16 Barrel.jpg|thumb|none|600px|Doing a bit of post-battle bore inspection in a completely unsafe and inadvisable manner shows that the P.16 has a rather detailed interior, with rifling grooves in the barrel and a firing pin hole in the breech face (as does the normal M1912, though it's not suitably absurd to inspire this kind of poor decision-making). Exactly how light is entering the barrel at this angle is another matter entirely.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011 Staccato P==&lt;br /&gt;
The Staccato P variant of [[STI 1911 Series|STI]]'s 2011 series of pistols was added in Update #101 on Meatmas day; it is referred to in-game as the &amp;quot;ST2111&amp;quot;.&lt;br /&gt;
[[File:STI 2011 Staccato P.jpg|thumb|none|350px|STI 2011 Staccato P - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR Staccato Right.jpg|thumb|none|600px|Admiring the 2011 underneath(ish) the Meatmas tree.]]&lt;br /&gt;
[[File:H3VR Staccato Safety.jpg|thumb|none|600px|The smallest one of the year's gifts (well, the smallest firearm one, at any rate), but no less appreciated.]]&lt;br /&gt;
[[File:H3VR Staccato Left.jpg|thumb|none|600px|Disengaging the safety, which had been irresponsibly left on. Why, someone could've not gotten hurt!]]&lt;br /&gt;
[[File:H3VR Staccato Loading.jpg|thumb|none|600px|Loading a 17-round magazine into the Staccato, appreciative of the fact that it actually has a magazine well.]]&lt;br /&gt;
[[File:H3VR Staccato Racking.jpg|thumb|none|600px|The barrel does indeed tilt, though only slightly upwards like a 1911 variant should. No break-action silliness here.]]&lt;br /&gt;
[[File:H3VR Staccato Aiming.jpg|thumb|none|600px|Aiming at a crystal snowflake; the Staccato's rather blocky sights make said snowflake a bit hard to see.]]&lt;br /&gt;
[[File:H3VR Staccato Firing.jpg|thumb|none|600px|But hey, &amp;quot;hard to see&amp;quot; doesn't necessarily mean &amp;quot;hard to hit&amp;quot;. Even if this isn't the actual shot that landed, since it takes a few frames' worth of time for a 9x19mm round to reach a target at this distance; this shot is instead directed at a snowflake that the previous one already destroyed.]]&lt;br /&gt;
[[File:H3VR Staccato Locked.jpg|thumb|none|600px|Large as its magazine may be (compared to other 1911 variants, at least), it is still finite.]]&lt;br /&gt;
[[File:H3VR Staccato Ejecting.jpg|thumb|none|600px|Luckily, your supply of them isn't, so feel free to do whatever you wish with them once they're dry.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is one of the available firearms in-game. It was the first &amp;quot;real&amp;quot; handgun added (barring the fictitious &amp;quot;Cyber Pistol&amp;quot;), and predates ''H3'''s release altogether; it was one of the few weapons included in the very first early access build of the game. Update #77's 1st alpha build replaced the earlier re-finished model with a newer, older-looking one.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:H3VR TT Over.jpg|thumb|none|600px|Launching right into things, by lining up a TT-33 over a magazine...]]&lt;br /&gt;
[[File:H3VR TT Table.jpg|thumb|none|600px|...and slamming it down onto the table.]]&lt;br /&gt;
[[File:H3VR TT Racking.jpg|thumb|none|600px|Giving the slide a good, solid yank.]]&lt;br /&gt;
[[File:H3VR TT.jpg|thumb|none|600px|Examining the TT-33; bright lights and refinished bluing do not mix well with human eyes.]]&lt;br /&gt;
[[File:H3VR TT Firing.jpg|thumb|none|600px|Firing off a few shots at nothing in particular.]]&lt;br /&gt;
[[File:H3VR TT Loading.jpg|thumb|none|600px|Performing a quick swap-out of the magazine, which shows off the TT's oddly chunky aftermarket grips. It also shows that the reload was merited; the indicator holes on the side reveal that the magazine only contains 4 rounds.]]&lt;br /&gt;
[[File:H3VR TT Drop.jpg|thumb|none|600px|Okay, now you're just being silly.]]&lt;br /&gt;
[[File:H3VR TT Cocked.jpg|thumb|none|600px|One may have noticed that the pistol in the previous shots remained uncocked at all times, despite the TT-33 being single-action-only. Those shots were from an earlier build of the game; Update #3 fixed the issue.]]&lt;br /&gt;
[[File:H3VR TT Pointing.jpg|thumb|none|600px|Which is, y'know.]]&lt;br /&gt;
[[File:H3VR TT Firing Cocked.jpg|thumb|none|600px|Nice.]]&lt;br /&gt;
[[File:H3VR TT Aiming.jpg|thumb|none|600px|The TT-33's iron sights. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...what? Were you expecting something that actually fits into the section and flows well? Nope. Too bad. This is all you get.]]&lt;br /&gt;
[[File:Tokarev 1942 dated checkered grips.jpg|thumb|none|350px|Tokarev TT-33 with wooden grips - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:H3VR TT New Left.jpg|thumb|none|600px|The (slightly less) shiny new (yet older) Tokarev, courtesy of Update #77's 1st alpha.]]&lt;br /&gt;
[[File:H3VR TT New Right.jpg|thumb|none|600px|Gone are the aftermarket synthetic grips and redone finish, with checkered wood and a duller original bluing job replacing them.]]&lt;br /&gt;
[[File:H3VR TT New Loading.jpg|thumb|none|600px|Like the old model, the new model's magazine has functional witness holes; the rounds look different, as the 7.62x25mm Tokarev round had been migrated to the standard multi-type ammo system of the game's other weapons by this point.]]&lt;br /&gt;
[[File:H3VR TT New Racking.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:H3VR TT New Aiming.jpg|thumb|none|600px|The TT-33's iron sights; much better integrated into the section this time, if not any easier to use on a gray target.]]&lt;br /&gt;
[[File:H3VR TT New Firing.jpg|thumb|none|600px|Firing off a round; the rather substantial powder charge of the 7.62x25mm round leads to an impressive muzzle flash, one which lingers a frame or two longer than usual, as seen here.]]&lt;br /&gt;
[[File:H3VR TT New Ejecting.jpg|thumb|none|600px|That shot plus ''ceмь'' later, and the pistol locks empty, meriting the ejection of the now-empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added on Day 7 of the Meatmas 2022 Advent calendar event. Both a standalone version and an “underbarrel” variant with a female Picatinny attachment point on top of the receiver were added; amusingly enough, the latter was an actual product offered by USFA.&lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|none|350px|USFA ZiP .22 - .22 LR]]&lt;br /&gt;
[[File:H3VR ZiP Box.jpg|thumb|none|600px|Opening up Day 7's box to reveal a very... ''special'' gift. A bit like giving someone a copy of ''E.T.'' for the Atari - especially given that, at this point, both at least have some ironic degree of collector's value.]]&lt;br /&gt;
[[File:H3VR ZiP Left.jpg|thumb|none|600px|Sadly, collector's value is about all this odd little thing has. They say not to judge a book by its cover, but the quality of a book doesn't rely too much on ergonomics.]]&lt;br /&gt;
[[File:H3VR ZiP Safety.jpg|thumb|none|600px|Fiddling with the safety, which is a simple cross-bolt mounted in front of the trigger guard; its placement is a bit awkward, but then again, so are the rest of this thing's controls. And the gun as a whole, really - its entire existence, both physical and conceptual.]]&lt;br /&gt;
[[File:H3VR ZiP Right.jpg|thumb|none|600px|Taking a look at the other side, in an orientation that's hardly any worse than the &amp;quot;correct&amp;quot; one; here, the hand-hitting ejection port is visible, and the plastic(!) bolt through it.]]&lt;br /&gt;
[[File:H3VR ZiP Loading.jpg|thumb|none|600px|Loading in a Ruger 10/22 magazine; while picking a well-established magazine design is generally considered a good idea when designing a firearm, one should usually stop and think about how the resulting firearm would have to be built to accommodate it, and whether that layout actually makes any sense. One should also probably not attempt to use said magazine's feed lip as an ejector.]]&lt;br /&gt;
[[File:H3VR ZiP Charging.jpg|thumb|none|600px|Pulling back the ZiP's charging plungers, placed in about the most concerning position imaginable; the shorter one on the right is meant exclusively for cocking the striker, being long enough to push the bolt back to the striker's sear engagement point, but not quite long enough to fully extract a chambered round. As with most aspects of the ZiP, this was a better idea on paper than it was in practice.]]&lt;br /&gt;
[[File:H3VR ZiP Aiming.jpg|thumb|none|600px|Attempting to aim at a distant crystal snowflake, an attempt which is stymied by the Picatinny rail blocking the iron sights; this was an option in reality, though it's non-removable in-game.]]&lt;br /&gt;
[[File:H3VR ZiP Firing.jpg|thumb|none|600px|Firing also produces a bit more recoil than the typical .22, given its decidedly atypical (not in a good way) grip.]]&lt;br /&gt;
[[File:ZiP Underbarrel.jpg|thumb|none|350px|USFA ZiP .22 with ZiPSBR underbarrel mount - .22 LR]]&lt;br /&gt;
[[File:H3VR ZiP Underbarrel.jpg|thumb|none|600px|Of course, there's more than one gun in the box. Well, there's more than one ZiP, but two of them should add up to at least one actual handgun, no?]]&lt;br /&gt;
[[File:H3VR ZiP Dual.jpg|thumb|none|600px|Notably, in addition to the top rail, both ZiP variants have a short underbarrel rail, allowing for...]]&lt;br /&gt;
[[File:H3VR ZiP Inator.jpg|thumb|none|600px|...the ZiPpinator! (What, I've already used the whole &amp;quot;recursive gun&amp;quot; gag. Although, if you're reading these pages in order, you probably didn't know that.)]]&lt;br /&gt;
[[File:H3VR ZiP Sight.jpg|thumb|none|600px|Spraying some .22 tracer rounds at a sign, aiming through the centrally-mounted EOTech sight - it almost feels like a vintage AA gun, if you can get over how awkward and nonsensical it is (as evidenced by the completely misaligned controller outlines).]]&lt;br /&gt;
[[File:H3VR ZiP Removing.jpg|thumb|none|600px|With 50 rounds of .22 LR having proven insufficient to fell the Meatmas tree, the BX-25 magazines have to be done away with. Notably, upon release, the underbarrel ZiP lacked some of the standard version's functionality - its safety didn't work, and (as somewhat shown here) the magazines could only be manually removed, rather than having a touchpad click as an option like the standard version. Given the location of the magazine release, the former probably makes more sense.]]&lt;br /&gt;
[[File:H3VR ZiP Long.jpg|thumb|none|600px|Anyway, if the ZiPpinator's not doing it for you, why not try the new ZiP Modern Integrated Sniper Tactical Advanced Kinetic Enhancer? Only costs 3 easy payments of 9.99 frames.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P5 Compact==&lt;br /&gt;
The [[Walther P5 Compact]] with wooden grips was added on Day 3 of the Meatmas 2020 Advent Calendar event.&lt;br /&gt;
[[File:WaltherP5C.jpg|thumb|none|350px|Walther P5 Compact - 9x91mm]]&lt;br /&gt;
[[File:H3VR P5Compact Left.JPG|thumb|none|600px|One thing you'll notice right away is that the ejection cutout on the slide is on the right side instead of the left. This is standard for all P5 models.]]&lt;br /&gt;
[[File:H3VR P5Compact Right.JPG|thumb|none|600px|On the right side you can read the engraving &amp;quot;Made in Germany.&amp;quot; This specific model was likely manufactured post-reunification, as originally they were made in West Germany.]]&lt;br /&gt;
[[File:H3VR P5Compact Loading.JPG|thumb|none|600px|Loading in an eight round magazine.]]&lt;br /&gt;
[[File:H3VR P5Compact Chambered.JPG|thumb|none|600px|As mentioned before, because the gun ejects to the left, it takes some getting used to for right-handed shooters when checking to see if any rounds are chambered.]]&lt;br /&gt;
[[File:H3VR P5Compact Aim.JPG|thumb|none|600px|Taking aim at an Elf Junkbot.]]&lt;br /&gt;
[[File:H3VR P5Compact Fire.JPG|thumb|none|600px|One junkbot down, and you can see the empty casing fly off to the left.]]&lt;br /&gt;
[[File:H3VR P5Compact Empty.JPG|thumb|none|600px|With a now-empty P5, one can really appreciate the design of this little gun.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P22==&lt;br /&gt;
Update #58 added a two-toned [[Walther P22]] pistol.&lt;br /&gt;
[[File:P22 black.jpg|thumb|none|350px|Walther P22 - .22 LR]]&lt;br /&gt;
[[File:H3VR P22 Loading.jpg|thumb|none|600px|Loading a 10-round magazine into the P22...]]&lt;br /&gt;
[[File:H3VR P22 Right.jpg|thumb|none|600px|...before pausing to admire it. Unlike the reference image above, ''H3'''s P22 has a green frame.]]&lt;br /&gt;
[[File:H3VR P22 Left.jpg|thumb|none|600px|Also unlike the reference image, the in-game P22 lacks the Walther banner logo stamp on the front of the slide, due to the typical copyright concerns.]]&lt;br /&gt;
[[File:H3VR P22 Racking.jpg|thumb|none|600px|Racking the Walther's slide.]]&lt;br /&gt;
[[File:H3VR P22 Aiming.jpg|thumb|none|600px|Aiming through the sights; while holding a handgun so close to one's own face would normally be rather inadvisable, with the short slide travel and minimal recoil of a .22, it's really not that much of an issue.]]&lt;br /&gt;
[[File:H3VR P22 Firing.jpg|thumb|none|600px|See?]]&lt;br /&gt;
[[File:H3VR P22 Ejecting.jpg|thumb|none|600px|Failing nearly all its classes, the empty magazine decides to just drop out and join a trade school.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] was added in the 11th alpha of Update #52.&lt;br /&gt;
[[File:Mauser-P38.jpg|thumb|none|350px|Walther P38 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR P38.jpg|thumb|none|600px|Examining the P38. Note the Bakelite grips, which show this to be a wartime model.]]&lt;br /&gt;
[[File:H3VR P38 Loading.jpg|thumb|none|600px|Loading in a magazine. For some odd reason, the indicator holes in the magazine aren't actually holes, and as such don't show the magazine's contents.]]&lt;br /&gt;
[[File:H3VR P38 Racking.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
[[File:H3VR P38 Aiming.jpg|thumb|none|600px|Taking a look at the sights...]]&lt;br /&gt;
[[File:H3VR P38 Locked.jpg|thumb|none|600px|...before receiving a vision from 8 rounds in the future.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38K==&lt;br /&gt;
Along with the full-size variant, the short-barreled [[Walther P38K]] was added in Update #52's 11th alpha.&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR P38 Table.jpg|thumb|none|600px|The two P38s resting side-by-side on a table.]]&lt;br /&gt;
[[File:H3VR P38K.jpg|thumb|none|600px|&amp;quot;Hey, where'd the rest of it go?&amp;quot;]]&lt;br /&gt;
[[File:H3VR P38K Muzzle.jpg|thumb|none|600px|Taking a close look at the P38K's muzzle, in a rather inadvisable fashion.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] was added to the game with the release of the 1st Meatmas update.&lt;br /&gt;
[[File:Waltherppk32acp.jpg|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[File:H3VR PPK.jpg|thumb|none|600px|While debuting a few new guns, you have to pause for one of the most famous pocket pistols.]]&lt;br /&gt;
[[File:H3VR PPK Loading.jpg|thumb|none|600px|Loading a magazine into the PPK. Unlike [[GoldenEye (1995)#Walther PPK|a certain someone's PPK]], this gun is chambered for 9x17mm, rather than 7.65x17mm, which gives it a 6-shot capacity.]]&lt;br /&gt;
[[File:H3VR PPK Cocking.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:H3VR PPK Aiming.jpg|thumb|none|600px|Aiming the pistol. The sights are rather small, but that's the price you pay for having something concealable.]]&lt;br /&gt;
[[File:H3VR PPK Firing.jpg|thumb|none|600px|Firing a .380 round at the target.]]&lt;br /&gt;
[[File:H3VR PPK Empty.jpg|thumb|none|600px|Unfortunately, that grouping just won't cut it. You'll need to get a far better score on the test if you want to get your [[Licence to Kill|license to kill]].]]&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott Mk I==&lt;br /&gt;
The 19th day of Meatmas 2018 brought along a [[Webley &amp;amp; Scott Mk I]] autoloading pistol.&lt;br /&gt;
[[File:NewWeb.jpg|thumb|none|350px|Webley &amp;amp; Scott Mk I - .455 Webley Auto]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Box.jpg|thumb|none|600px|What better gift to give than a century-old autoloading handgun? Especially one with as much collector's value as this. Must've cost them a fortune, whoever &amp;quot;they&amp;quot; might be.]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Loading.jpg|thumb|none|600px|Loading in the standard 7-round magazine. Certainly not lacking in the &amp;quot;indicator holes&amp;quot; department...]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Left.jpg|thumb|none|600px|Pausing to admire the pistol. A well-made piece of kit, even if it does look a bit like someone built it out of a bunch of bits from other handguns with little regard as to what was supposed to go where.]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Right.jpg|thumb|none|600px|Flipping the pistol over...]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Racking.jpg|thumb|none|600px|...and giving the slide a pull.]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Aiming.jpg|thumb|none|600px|Aiming at a distant crystal snowflake; the irons are a bit small by today's standards, but a ''damn sight'' better than some of the Webley's contemporaries.]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Firing.jpg|thumb|none|600px|Firing off a shot; at full size, the semi-rim of the .455 Webley Auto cartridge's case can just be glimpsed.]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Locked.jpg|thumb|none|600px|Neither that shot nor the six that followed hit their mark; while .455 Webley Auto (proprietary, at least in-game) runs at substantially higher velocities than the .455 Webley revolver round upon which it was based, it's still not even scraping the sound barrier, making long-distance shooting at anything smaller than a tectonic plate a bit of an exercise in futility.]]&lt;br /&gt;
[[File:H3VR Webley &amp;amp; Scott Ejecting.jpg|thumb|none|600px|Well, at least it's a conversation starter.]]&lt;br /&gt;
&lt;br /&gt;
Click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|here]] to return to the main index page, or click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades/Manual-Loading Pistols|here]] to view the game's manual-loading pistols.&lt;br /&gt;
&lt;br /&gt;
[[Category:Subpages of Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Launchers&amp;diff=1638752</id>
		<title>Hot Dogs, Horseshoes &amp; Hand Grenades/Launchers</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Launchers&amp;diff=1638752"/>
		<updated>2023-12-29T05:22:24Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* M203A1 */ Had these sitting on my computer for ages; forgot to upload them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Launchers=&lt;br /&gt;
Referred to as &amp;quot;Ordnance&amp;quot; in-game, these weapons occupy the &amp;quot;Support&amp;quot; group alongside machine guns and thrown explosives. The exception are the flamethrowers; one is only attainable in certain special scenes, and the other is in the &amp;quot;Meat Fort&amp;quot; category. This category also includes the &amp;quot;[[Kolibri Pistol|Kolibri9001]]&amp;quot; in-game, though it is placed on the pistol sub-page due to it being based on one.&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M2==&lt;br /&gt;
A much-requested addition, [[Carl Gustaf M2]] was the largest gift added on Meatmas Day 2022. It is the game's first recoilless rifle, and features a wide variety of ammunition types to choose from.&lt;br /&gt;
[[File:CarlGustavM2.jpg|thumb|none|450px|Carl Gustaf M2 - 84x246mmR]]&lt;br /&gt;
[[File:H3VR CGM2 Box.jpg|thumb|none|600px|For those that saved the biggest box for last, the results are certainly not disappointing. Left to right, the rounds visible here are HEDP 502 ('''H'''igh-'''E'''xplosive '''D'''ual '''P'''urpose, denoting a shaped-charge explosive capable of generating fragments, for both anti-personnel and anti-armor use), HEAT 751 ('''H'''igh-'''E'''xplosive '''A'''nti '''T'''ank, a tandem-warhead shaped-charge round meant for defeating slat and/or explosive reactive armor), and ILLUM 545C (short for &amp;quot;illumination&amp;quot; - this one's discussed more below).]]&lt;br /&gt;
[[File:H3VR CGM2 Left.jpg|thumb|none|600px|Examining the big green tube in all its glory.]]&lt;br /&gt;
[[File:H3VR CGM2 Right.jpg|thumb|none|600px|Takes a bit of effort to fit it in the frame, but it can be done.]]&lt;br /&gt;
[[File:H3VR CGM2 Unlocking.jpg|thumb|none|600px|Operating the weapon is a unique process, as far as ''H3'''s weapons are concerned - first, pull down on this lever to unlock the rear venturi tube...]]&lt;br /&gt;
[[File:H3VR CGM2 Opening.jpg|thumb|none|600px|...and then use the knob above it to open said tube.]]&lt;br /&gt;
[[File:H3VR CGM2 Loading.jpg|thumb|none|600px|With the launcher open, a round can be inserted - this one's the fourth of five total types, HE 441B (a simple high-explosive round).]]&lt;br /&gt;
[[File:H3VR CGM2 Sliding.jpg|thumb|none|600px|It doesn't just go in on its own, though - once lined up, it has to be manually slid into place.]]&lt;br /&gt;
[[File:H3VR CGM2 Closing.jpg|thumb|none|600px|Once it's in, simply repeat the first two steps in reverse. If you want to see what locking it looks like, look at the image 4 above this one, and convince yourself that the lever's going up instead of down.]]&lt;br /&gt;
[[File:H3VR CGM2 Cocking.jpg|thumb|none|600px|Finally, cock the striker - contrary to what one might expect, this starts out all the way back, and has to be pushed forward.]]&lt;br /&gt;
[[File:H3VR CGM2 Aiming.jpg|thumb|none|600px|Lining up the aperture-and-post irons, hoping to free the Snowglobe from the Giant Weiner's reign of terror once and for all.]]&lt;br /&gt;
[[File:H3VR CGM2 Firing.jpg|thumb|none|600px|''&amp;gt;buy recoilless rifle &amp;lt;br&amp;gt; &amp;gt;look inside &amp;lt;br&amp;gt; &amp;gt;recoil'']]&lt;br /&gt;
[[File:H3VR CGM2 Impact.jpg|thumb|none|600px|Sadly, an 84mm HE round proves no match for the Weiner's magical force-field.]]&lt;br /&gt;
[[File:H3VR CGM2 Removing.jpg|thumb|none|600px|Yanking out the spent case, a process rather similar to the insertion of a live round (minus the obvious difference in direction); the green round in the box is the fifth and final ammo type, SMOKE 469C (which does exactly what you'd expect - unlike &amp;quot;HEAT&amp;quot;, &amp;quot;SMOKE&amp;quot; doesn't stand for anything, and is written in all-caps for seemingly no reason).]]&lt;br /&gt;
[[File:H3VR CGM2 Throwing.jpg|thumb|none|600px|Taking out frustration over the indifferent cruelty of the Weiner on a nearby Sosig, for reasons that are entirely related to it being the closest thing that'd respond, and not at all because of any resemblance between it and the Weiner. This isn't a hate crime, I swear.]]&lt;br /&gt;
[[File:H3VR CGM2 Flare.jpg|thumb|none|600px|Having escaped to somewhere beyond the reach of giant tubes of processed meat and the sun alike, it's time to make good on that promise from the first image, and explain the wonder that is the ILLUM 545C round.]]&lt;br /&gt;
[[File:H3VR CGM2 Flash.jpg|thumb|none|600px|As can be seen here, it makes quite a bit of light when you - &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Wait, what? That's not how it works?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR CGM2 Backblast.jpg|thumb|none|600px|*Ahem* Right, so when you fire it, it produces a fairly substantial amount of light from - &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Really? Not that either?&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;quot;Oh, the round itself. Why didn't you say so?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR CGM2 Close.jpg|thumb|none|600px|Anyway, so as I was saying, it makes a decently large flash of light on impact with - &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Oh, for crying out loud, just tell me already.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR CGM2 Light.jpg|thumb|none|600px|''So'', as you can see here, the round produces its intended quantity of light when fired up into the air. It's a giant parachute flare. Useful for making like Nelson Rangell and turning night into day.]]&lt;br /&gt;
[[File:H3VR CGM2 Parachute.jpg|thumb|none|600px|Oh, and for those unfamiliar, &amp;quot;parachute flare&amp;quot; is a completely literal expression - it hangs in the air longer that way. A close inspection (after it burns out, but before it hits the ground and explodes like the shot two above this one) reveals that cars, jets, and recoilless rifle ammunition are apparently produced in ''H3'''s world by the sausage-logoed company &amp;quot;SOAB&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The final present introduced in the 2019 Meatmas update was a long-requested one, the [[China Lake Launcher]].&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[File:H3VR Lake Left.jpg|thumb|none|600px|Hey, look!]]&lt;br /&gt;
[[File:H3VR Lake Right.jpg|thumb|none|600px|It's a 1.19-gauge shotgun!]]&lt;br /&gt;
[[File:H3VR Lake Loading.jpg|thumb|none|600px|Load౹ng in some shells - three, to be exact. Or four, if you put an extra one in the chamber. Which you really probably should.]]&lt;br /&gt;
[[File:H3VR Lake Safe.jpg|thumb|none|600px|If said extra one doesn't go off when you pull the trigger, try checking this little switch at the front of the stock.]]&lt;br /&gt;
[[File:H3VR Lake Safety.jpg|thumb|none|600px|It has to be pushed forward to work. Yeah, I know, but the lawyers insisted - something about &amp;quot;legal liabilities&amp;quot; and &amp;quot;dismemberment lawsuits&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Lake Sight.jpg|thumb|none|600px|Like the [[M79 grenade launcher|M79]] it sorta supplemented, the China Lake has a leaf-type rear sight for long-range shooting.]]&lt;br /&gt;
[[File:H3VR Lake Flipped.jpg|thumb|none|600px|Just hover over it, click the trigger, and BAM! A whole lotta markings that you probably can't squint hard enough at to read.]]&lt;br /&gt;
[[File:H3VR Lake Adjusting.jpg|thumb|none|600px|As such, the adjustability of the rear sight is best used in combination with a fair bit of trial and error.]]&lt;br /&gt;
[[File:H3VR Lake Aiming.jpg|thumb|none|600px|Once you've decided/guessed which range to set the rear sight to (presumably the one corresponding to your distance from your target), take aim...]]&lt;br /&gt;
[[File:H3VR Lake Firing.jpg|thumb|none|600px|...lob the dot off of an &amp;quot;i&amp;quot; somewhere else in this section...]]&lt;br /&gt;
[[File:H3VR Lake Explosion.jpg|thumb|none|600px|...and watch the round it its mark. Unless you're still busy looking for the dotless &amp;quot;i&amp;quot;, of course.]]&lt;br /&gt;
[[File:H3VR Lake Cycling.jpg|thumb|none|600px|Running the action, and getting a good action shot in the process.]]&lt;br /&gt;
[[File:H3VR Lake Chamberloading.jpg|thumb|none|600px|Needless to say, what better round could there be for an overgrown shotgun than an overgrown shotgun shell?]]&lt;br /&gt;
[[File:H3VR Lake Level.jpg|thumb|none|600px|Should your encounters be closer than the ranges that the leaf sight has on offer, flipping it down reveals a close-range battlesight.]]&lt;br /&gt;
[[File:H3VR Lake Attacking.jpg|thumb|none|600px|Perfect for torso-vaporizing needlessly clingy Weinerbots.]]&lt;br /&gt;
[[File:H3VR Lake Range.jpg|thumb|none|600px|Update #99's sixth alpha made the aforementioned rear sight markings (50 meters to 300 in 50-meter increments, with a 25-meter zero flipped down) substantially easier to read, by way of this convenient Magic White Rectangle. Granted, the fact that the Rectangle is upside-down does mitigate its usefulness somewhat, but you'll get used to it eventually.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The twentieth gift added in the 2018 Meatmas event was a [[FIM-92 Stinger]] anti-aircraft rocket launcher. It's the game's first (and, so far, only) guided-projectile weapon; it also holds the honor of being quite possibly the most faithful recreation of the Stinger's elaborate firing procedure seen in any piece of media to date.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[File:H3VR Stinger Box.jpg|thumb|none|600px|The Stinger's gift box, which comes with a set of instructions. The 3D modeler's name is cut off by the size of their own creation; for reference, the artist's name is &amp;quot;3mern&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Stinger Left.jpg|thumb|none|600px|Meanwhile, in the Sampler Platter scene (to which the Stinger and its instruction manual were also added), we get a close look at the Stinger's gripstock (with an incorrect straight rather than forward-sloping grip)...]]&lt;br /&gt;
[[File:H3VR Stinger Right.jpg|thumb|none|600px|...and the IFF antenna. Which doesn't serve much purpose in-game, since there aren't currently any friendly aircraft in-game (nor is there an IFF interrogator box for the antenna to interact with).]]&lt;br /&gt;
[[File:H3VR Stinger BCU.jpg|thumb|none|600px|This small object is what's known as a battery coolant unit, or BCU for short. This holds 2 things: a battery, which powers the weapon's electronics, and a supply of gaseous argon, which cools them (since IR-seeking systems need to be ''extremely'' cold to work).]]&lt;br /&gt;
[[File:H3VR Stinger Inserting.jpg|thumb|none|600px|It fits into a hole in the bottom of the gripstock unit, and has to be inserted for the weapon to fire. Don't just put it in whenever, though; the BCU only provides a 45-second supply of power to the guidance system, so if you don't fire it within 45 seconds, you'll have to replace it.]]&lt;br /&gt;
[[File:H3VR Stinger Aiming.jpg|thumb|none|600px|The next step is to turn on the guidance system (via a firing-hand touchpad button press), producing a continuous, grainy-sounding ''beep''; aiming at a valid target for a few seconds, such as one of these F-18-sized flying steaks (yes, you read that right) in the Sampler Platter's skies, will make this beep louder and clearer, indicating that a lock has been acquired. This is a ''very'' slight deviation from the real weapon's operation; the in-game launcher can start a lock aiming at the target right away, whereas the real launcher must first establish contrast by aiming at a patch of open sky first, though this likely wasn't implemented due to the unfeasibility of properly coding such a feature.]]&lt;br /&gt;
[[File:H3VR Stinger Firing.jpg|thumb|none|600px|Then, just hold down the uncaging switch on the gripstock's forend, aim a bit above the target, and fire.]]&lt;br /&gt;
[[File:H3VR Stinger Hit.jpg|thumb|none|600px|A second or so later, the rocket's main motor engages, and it seeks and destroys the distant meat-jet.]]&lt;br /&gt;
[[File:H3VR Stinger Dropped.jpg|thumb|none|600px|Following this, the launcher can simply be discarded. This is partly in line with its real-world counterpart; the Stinger's LTA (launch tube assembly; essentially just the missile itself and the tube surrounding it) is a single-use, disposable unit, while the gripstock is re-usable, though &amp;quot;reloading&amp;quot; a gripstock with a fresh LTA is seldom done in the field, and used launchers are usually just held onto to be dealt with later. This is a bit of a moot point in-game, since the entire launcher can just be spawnlocked and duplicated indefinitely.]]&lt;br /&gt;
[[File:H3VR Stinger Snowflake.jpg|thumb|none|600px|Somewhat strangely, the list of valid targets includes the Meatmas Snowglobe's crystal snowflakes; this is presumably so that the player has something to use their new-found toy on (as difficult as it is to hit something so small so close to the minimum distance at which a Stinger's rocket will actually start seeking out its target). Here, a fired rocket can be seen falling towards the ground, a few frames before the main rocket motor kicks in and sends it skyward.]]&lt;br /&gt;
[[File:H3VR Stinger Gronch.jpg|thumb|none|600px|[[Metal Gear Solid|Fittingly enough]], the &amp;quot;Meatal Gear Ronch&amp;quot; boss is quite vulnerable to Stingers (despite being encountered at rather short ranges compared to the Stinger's typical minimum, and the rather obvious issues involved with using an anti-aircraft rocket launcher against something that's not in the air).]]&lt;br /&gt;
[[File:H3VR Gronch Stinger.jpg|thumb|none|600px|Though, of course, the mech can attack with its own Stingers as well; this exchange of missiles is another mechanic more faithful to the source material than it is to reality, and makes even less sense than the other way around, since the missiles lock onto targets ''below'' the launcher; they're essentially used like high-tech mortars.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The third alpha build of Update #76 was the [[GP-25]] grenade launcher, complementing the prior alpha's [[M203]]. It comes in two forms: a standard variant (mountable on both the standard and &amp;quot;Tactical&amp;quot; variants of the [[AKM]], the same sub-update's [[AK-74]]N, the [[AK-101]], and the &amp;quot;Kalashniluger&amp;quot;), and a fictional variant that can be attached to Picatinny rails. A third version was added in Update #87, as an integral component of the &amp;quot;[[Heckler &amp;amp; Koch MP7A1|Mp7 Sustenance]]&amp;quot;. In order to fit the MP7, this variant has no pistol grip, instead using part of the MP7's original foregrip mounted forward of the trigger guard; this presumably means that the grip serves either as a handstop/foregrip for the SMG (in which case the launcher is fired somewhat normally, with a thumb hooked through the MP7's trigger guard for support) or as an actual grip (in which case the launcher's trigger would probably have to be pushed with the user's thumb).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|450px|GP-25 - 40mm VOG caseless]]&lt;br /&gt;
[[File:H3VR GP-25 Picatinny.jpg|thumb|none|600px|The GP-25, in all its caseless glory. This is the fictional Picatinny-mounted version...]]&lt;br /&gt;
[[File:H3VR GP-25 Right.jpg|thumb|none|600px|...and this is the standard version.]]&lt;br /&gt;
[[File:H3VR GP-25 Left.jpg|thumb|none|600px|Aside from the different mounting hardware, the two variants can be distinguished by the presence (or absence, in the case of the alternate version) of a quadrant-type leaf sight. This also distinguishes it from the later [[GP-30]], which has its sight on the other side.]]&lt;br /&gt;
[[File:H3VR GP-25 Mounted.jpg|thumb|none|600px|It is attached like so.]]&lt;br /&gt;
[[File:H3VR GP-25 Loading.jpg|thumb|none|600px|Loading a round into the muzzle; the GP series are quite possibly the most modern muzzle-loading firearms used by any military worldwide.]]&lt;br /&gt;
[[File:H3VR GP-25 Button.jpg|thumb|none|600px|Should you think better of such a decision, there's this handy little button on the side.]]&lt;br /&gt;
[[File:H3VR GP-25 Ejecting.jpg|thumb|none|600px|Said button serves to unlock the currently-loaded round, allowing for unfired grenades to be safely removed.]]&lt;br /&gt;
[[File:H3VR GP-25 Safe.jpg|thumb|none|600px|Above this button is the safety. Flipped back, it's on...]]&lt;br /&gt;
[[File:H3VR GP-25 Safety.jpg|thumb|none|600px|...and flipped up, it's off. For such a small weapon, it sure has a lot of controls, doesn't it?]]&lt;br /&gt;
[[File:H3VR GP-25 Direct.jpg|thumb|none|600px|Also among these controls is the aforementioned quadrant sight; it can be adjusted from a close-range battlesight zero, to 100 meters, 200 meters, 300 meters, 400 meters...]]&lt;br /&gt;
[[File:H3VR GP-25 Indirect.jpg|thumb|none|600px|...and back down to 300 and 200, albeit this time firing indirectly.]]&lt;br /&gt;
[[File:H3VR GP-25 Aiming.jpg|thumb|none|600px|Aiming at a 100-meter target, with the sights dialed in accordingly.]]&lt;br /&gt;
[[File:H3VR GP-25 Impact.jpg|thumb|none|600px|The round hits its mark (or near it, anyway). This is the impact of a standard HE-frag (as evidenced by the straight flight trail and burst of shrapnel); other options include inert training rounds, &amp;quot;jump&amp;quot;-based airburst rounds, smoke rounds, and flashbang rounds.]]&lt;br /&gt;
[[File:H3VR GP-25 High.jpg|thumb|none|600px|Aiming at the 200-meter target using the indirect fire setting; while it can be useful for firing over cover, it can be a bit tricky to hold the rifle steady like this.]]&lt;br /&gt;
[[File:H3VR GP-25 Mortar.jpg|thumb|none|600px|Plus, that just looks flat-out uncomfortable.]]&lt;br /&gt;
[[File:H3VR GP-25 AKM.jpg|thumb|none|600px|As mentioned, the GP-25 fits on more things than just the AK-74N; here's one on an AKM...]]&lt;br /&gt;
[[File:H3VR GP-25 AKM Tactical.jpg|thumb|none|600px|...here's one on a tacticooled AKM...]]&lt;br /&gt;
[[File:H3VR GP-25 AK-101.jpg|thumb|none|600px|...here's one on an AK-101...]]&lt;br /&gt;
[[File:H3VR GP-25 Picatinny Loading.jpg|thumb|none|600px|...and here's one on nothing at all. This is the Picatinny version again; while ostensibly an underbarrel launcher, there's nothing actually stopping you from firing either variant standalone like some sort of 40mm pistol.]]&lt;br /&gt;
[[File:H3VR GP-25 Picatinny Firing.jpg|thumb|none|600px|Apart from your own sanity, that is.]]&lt;br /&gt;
[[File:H3VR GP-25 M4A1.jpg|thumb|none|600px|Alternatively, you can use it to commit unspeakable acts of heresy.]]&lt;br /&gt;
[[File:H3VR GP-25 Kalashniluger.jpg|thumb|none|600px|Speaking of which...]]&lt;br /&gt;
[[File:H3VR GP-25 Kalashniluger Aiming.jpg|thumb|none|600px|Aiming the 3-gun mishmash, which is a great way to make yourself wonder when you accidentally started playing ''[[Wolfenstein]]''.]]&lt;br /&gt;
[[File:H3VR GP-25 Bayonet.jpg|thumb|none|600px|Also worth noting is this; while it doesn't exactly end well, the limitations of the game's coding mean that there's technically nothing it can do to stop you from doing this.]]&lt;br /&gt;
[[File:H3VR GP-25 Sustenance Loading.jpg|thumb|none|600px|Preparing for the next hold phase, Welldone Freemeat loads a flashbang round into his SMG's fixed grenade launcher. Unlike the [[Half-Life 2#Heckler &amp;amp; Koch MP7 Prototype|original design]], this launcher has to be loaded manually, and has a barrel that's actually large enough to fit the grenades it fires.]]&lt;br /&gt;
[[File:H3VR GP-25 Sustenance Loaded.jpg|thumb|none|600px|Well, large enough width-wise, at any rate.]]&lt;br /&gt;
[[File:H3VR GP-25 Sustenance Firing.jpg|thumb|none|600px|Safe in the knowledge that GP-series launchers just do that, Freemeat fires his at a group of breadcrab Zosigs.]]&lt;br /&gt;
[[File:H3VR GP-25 Sustenance Flash.jpg|thumb|none|600px|Said Zosigs are somewhat less than impressed by this display of less-lethal firepower. More-lethal rounds would've probably been a safer bet.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Grenade Launcher&amp;quot;==&lt;br /&gt;
One of the firearms added to ''H3VR'' in the &amp;quot;Meat Fortress&amp;quot; update/''[[TF2]]'' crossover was a recreation of the latter game's Demoman's Grenade Launcher, a fictional rotary design drawing cues from the [[M79 grenade launcher]] and the [[Milkor MGL]].&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|450px|Milkor MGL - 40x46mm]]&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 - 40x46mm]]&lt;br /&gt;
[[File:H3VR TF2 GL Left.jpg|thumb|none|600px|Admiring the fictitious grenade launcher.]]&lt;br /&gt;
[[File:H3VR TF2 GL Right.jpg|thumb|none|600px|Taking a brief look at the other side; a bit redundant, as unlike its main user, the Grenade Launcher is largely symmetrical.]]&lt;br /&gt;
[[File:H3VR TF2 GL Opening.jpg|thumb|none|600px|Cracking the launcher open; while not strictly impossible, the weapon would have to have one impressively beefy lower hinge to support that much weight.]]&lt;br /&gt;
[[File:H3VR TF2 GL Loading.jpg|thumb|none|600px|Loading in some fancy glowing &amp;quot;42mm Demonade&amp;quot; rounds; unlike in ''TF2'', the player here can actually load all 6 of the weapon's visibly-present chambers, instead of just 4. Well, to be fair, its wielder does perpetually maintain a BAC somewhere north of 0.2, so make of that what you will.]]&lt;br /&gt;
[[File:H3VR TF2 GL Firing.jpg|thumb|none|600px|Emulating the behavior of a similarly-intoxicated individual, and firing a grenade directly at the floor.]]&lt;br /&gt;
[[File:H3VR TF2 GL Explosion.jpg|thumb|none|600px|Or at least that's how it looks at first; as in the source material, the grenades detonate on a timer, bouncing and rolling harmlessly off of surfaces until then.]]&lt;br /&gt;
[[File:H3VR TF2 GL Aiming.jpg|thumb|none|600px|Aiming at a Scout-Sosig; there being no post to line this ladder up with (nor a notch in the non-adjustable sight itself), this is little more than a window through which one can see the approximate place where fired rounds will land.]]&lt;br /&gt;
[[File:H3VR TF2 GL Impact.jpg|thumb|none|600px|It does at least give a good view of the sole exception to the aforementioned rule, another tidbit inherited from the source material: the grenades bounce harmlessly off of inanimate objects, but detonate on direct impact with enemies.]]&lt;br /&gt;
[[File:H3VR TF2 GL Ejecting.jpg|thumb|none|600px|One notable difference between this model and the one in ''TF2'' is the nature of its ammunition; whereas the original version fired caseless grenades, the ''H3VR'' version ejects cases upon reloading.]]&lt;br /&gt;
[[File:H3VR TF2 GL Tracers.jpg|thumb|none|600px|In keeping with the ongoing theme of alternating similarities and differences between the two models, both have bright, glowing, tracer-like lights on their projectiles...]]&lt;br /&gt;
[[File:H3VR TF2 GL Barrage.jpg|thumb|none|600px|...but this incarnation's grenades' explosions affect one another, allowing them to scatter each other around and create chaos in enclosed spaces, as seen here.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK69A1==&lt;br /&gt;
Adding to the game's slowly-growing collection of grenade launchers, the [[Heckler &amp;amp; Koch HK69A1]] was (rather fittingly) added in Update #69.&lt;br /&gt;
[[File:HK69A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK69A1 - 40x46mm]]&lt;br /&gt;
[[File:H3VR HK69 Left.jpg|thumb|none|600px|Admiring the beauty of Cold War-era simplicity.]]&lt;br /&gt;
[[File:H3VR HK69 Right.jpg|thumb|none|600px|Sure, there may not be much to it, but that's part of the beauty of it. It's sleek, it's elegant, it's... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ...'''nice'''.]]&lt;br /&gt;
[[File:H3VR HK69 Open.jpg|thumb|none|600px|Cracking open the HK69A1.]]&lt;br /&gt;
[[File:H3VR HK69 Loading.jpg|thumb|none|600px|Loading in a 40x46mm HE grenade.]]&lt;br /&gt;
[[File:H3VR HK69 Cocking.jpg|thumb|none|600px|Cocking the hammer. This particular weapon's base code is more or less directly lifted from the earlier-added [[Orion Flare Gun]].]]&lt;br /&gt;
[[File:H3VR HK69 Pointing.jpg|thumb|none|600px|Completely ignoring the rather obvious flip-up leaf sight on top of the barrel.]]&lt;br /&gt;
[[File:H3VR HK69 Firing.jpg|thumb|none|600px|Let's get this grenade out onto a tray...]]&lt;br /&gt;
[[File:H3VR HK69 Explosion.jpg|thumb|none|600px|''Nice''.]]&lt;br /&gt;
[[File:H3VR HK69 Ejecting.jpg|thumb|none|600px|Dumping out a spent casing, and running before the range master gets here.]]&lt;br /&gt;
[[File:H3VR HK69 Extending.jpg|thumb|none|600px|Having successfully run off into the forest, Public Range Enemy Number One tries out the HK69A1's collapsible stock.]]&lt;br /&gt;
[[File:H3VR HK69 50.jpg|thumb|none|600px|While at it, PRENO also gives actually aiming a try, with the 50-meter battlesight zero...]]&lt;br /&gt;
[[File:H3VR HK69 100.jpg|thumb|none|600px|...the 100-meter flip-up notch...]]&lt;br /&gt;
[[File:H3VR HK69 Leaf.jpg|thumb|none|600px|...and, of course...]]&lt;br /&gt;
[[File:H3VR HK69 200.jpg|thumb|none|600px|...the foldable multi-notch leaf sight. Which, thanks to the way the game works, can actually be used properly in ''H3''.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
Update #52's tenth alpha added a [[Heckler &amp;amp; Koch M320]] to the arsenal, in keeping with that alpha's generally explosive-centric nature. The model was updated in Update #99 Alpha 3; besides fixing some scaling issues, the M320 can now be attached as an underbarrel grenade launcher to any firearm with a Picatinny rail.&lt;br /&gt;
[[File:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 - 40x46mm]]&lt;br /&gt;
[[File:H3VR M320.jpg|thumb|none|600px|Examining the M320.]]&lt;br /&gt;
[[File:H3VR M320 Open.jpg|thumb|none|600px|Popping open the launcher's side-tilting barrel...]]&lt;br /&gt;
[[File:H3VR M320 Loading.jpg|thumb|none|600px|...and loading in a high-explosive round.]]&lt;br /&gt;
[[File:H3VR M320 Leaf.jpg|thumb|none|600px|Folding down the leaf sight, to help with... something.]]&lt;br /&gt;
[[File:H3VR M320 Not Aiming.jpg|thumb|none|600px|After all, what better way to take advantage of a game that allows for proper use of a leaf sight than to ignore it completely and act like the weapon has a normal set of sights attached to its barrel?]]&lt;br /&gt;
[[File:H3VR M320 Ejecting.jpg|thumb|none|600px|Confident in the sound logic of his decisions, the invisible man drops a spent casing out of his M320.]]&lt;br /&gt;
[[File:H3VR M320 Extending.jpg|thumb|none|600px|Fast-forward a couple months, and an older, wiser, and substantially less self-assured invisible man decides to stick more closely to the sensible things that society says he should do - things like extending stocks.]]&lt;br /&gt;
[[File:H3VR M320 Aiming.jpg|thumb|none|600px|And, for that matter, actually making use of the provided iron sights.]]&lt;br /&gt;
[[File:H3VR M320 New Left.jpg|thumb|none|600px|Unfortunately for the invisible man, he neglected to inform his employer about his planned educational trip, and got replaced with a new invisible man before he got back. Legends say that he's still out there somewhere, watching intently - and, like any good legends, they're totally impossible to disprove.]]&lt;br /&gt;
[[File:H3VR M320 New Opening.jpg|thumb|none|600px|Russell's Teapot proving no comfort to him, the new guy pops open his newly-remodeled M320...]]&lt;br /&gt;
[[File:H3VR M320 New Loading.jpg|thumb|none|600px|...and loads in an M651 CS gas round.]]&lt;br /&gt;
[[File:H3VR M320 New Muzzle.jpg|thumb|none|600px|He then double-checks to make sure it's in there properly, and promptly gets yelled at by his supervisor. At least he got a good look at the modeled rifling.]]&lt;br /&gt;
[[File:H3VR M320 New Folding.jpg|thumb|none|600px|Having been told to unfold the rear sight and handed the launcher with its rear sight already unfolded, he isn't exactly sure what to do; ultimately, he figures that fiddling with it a bit should be fine.]]&lt;br /&gt;
[[File:H3VR M320 New Extending.jpg|thumb|none|600px|He thought the stock would be more self-explanatory, only to realize that nobody actually told him how far to extend it. Decisions, decisions...]]&lt;br /&gt;
[[File:H3VR M320 New Aiming.jpg|thumb|none|600px|Looking back through his documents, the new hire finds that his first target is listed as being 100 meters away, and aims at it with the appropriate sight notch. He then realizes that he's had his caption-generator on the &amp;quot;Mention Individual&amp;quot; setting this entire time, and hopes to keep his job as the switch gets flicked to &amp;quot;No Individual&amp;quot;.]]&lt;br /&gt;
[[File:H3VR M320 New Firing.jpg|thumb|none|600px|Firing the launcher; at full size, the grenade can be seen through the 250-meter sight window. Curiously, firing the launcher in this configuration tends to make it kick downwards.]]&lt;br /&gt;
[[File:H3VR M320 New Ejecting.jpg|thumb|none|600px|Watching the round hit its mark, and ejecting a spent casing; this auto-ejection behavior was most likely implemented inadvertently, being present on neither the previous version nor the real launcher.]]&lt;br /&gt;
[[File:H3VR M320 New Trigger.jpg|thumb|none|600px|Speaking of unintentional things, the trigger incorrectly pivoted forwards upon the new model's release.]]&lt;br /&gt;
[[File:H3VR M320 New Fixed.jpg|thumb|none|600px|This was later fixed in the first alpha build of Update #100.]]&lt;br /&gt;
[[File:H3VR M320 New Mounting.jpg|thumb|none|600px|Of course, the updated model did come with a much more substantial difference; to see it, simply bring the launcher up to a Picatinny rail...]]&lt;br /&gt;
[[File:H3VR M320 New Clipping.jpg|thumb|none|600px|...try to ignore the heinous clipping that occurs as you get the positioning just right...]]&lt;br /&gt;
[[File:H3VR M320 New Mounted.jpg|thumb|none|600px|...and let go of the launcher, its stock suddenly realizing that it wasn't invited to tag along. While the [[HK416]] shown here is arguably the most appropriate rifle to mount it on, just about anything with a Picatinny rail will work. Handguns included.]]&lt;br /&gt;
[[File:H3VR M320 New Dropping.jpg|thumb|none|600px|Dropping an HE grenade into the launcher while its parent rifle rides in a quick-belt slot; this would normally be done with both hands instead, but the wielder's other hand is currently busy using one of the alpha's other additions: the climbable rope from a thrown grappling hook.]]&lt;br /&gt;
[[File:H3VR M320 New Impact.jpg|thumb|none|600px|A bit of rifle-juggling and an earnest attempt at using the sights later, said grenade makes a splash against an overhanging chunk of the Arizona range's concurrently-added climbing structure. In retrospect, firing a high-explosive grenade at an overhanging chunk of a structure while being supported 20 feet off the ground by said structure probably wasn't the greatest idea.]]&lt;br /&gt;
&lt;br /&gt;
==Homemade Flamethrowers==&lt;br /&gt;
Added in Update #60, the &amp;quot;Junkyard Flamethrower&amp;quot; is, as the name implies, a homemade flamethrower composed of various pieces of tubing, wiring, and other miscellaneous bits, all added onto what appears to be a pressure washer wand; it is closely modelled after the Flamethrower seen in ''[[The Last of Us]]'', with some minor differences.&lt;br /&gt;
&lt;br /&gt;
As it turns out, this was added largely for the sake of preparation; the &amp;quot;Meat Fortress&amp;quot; update added a replica of the ''[[TF2]]'' Pyro's flamethrower, a device based largely on a commercial weed-burner (though possessing a passing resemblance to the [[M1 Flamethrower]]), composed of a gas pump handle, a propane tank, and various pieces of piping and hoses, operating with similar mechanics to the Junkyard Flamethrower.&lt;br /&gt;
[[File:H3VR Flamethrower Table.jpg|thumb|none|600px|The &amp;quot;Junkyard Flamethrower&amp;quot; on a table in the Proving Ground scene, along with a tank of fuel and a Molotov cocktail.]]&lt;br /&gt;
[[File:H3VR Flamethrower Left.jpg|thumb|none|600px|The left side of the improvised flamethrower, showing off the tape-covered &amp;quot;GAS&amp;quot; tank, presumably serving as the flamethrower's pressure reserve; for gameplay's sake, this never needs replacing.]]&lt;br /&gt;
[[File:H3VR Flamethrower Right.jpg|thumb|none|600px|The other side of the flamethrower.]]&lt;br /&gt;
[[File:H3VR Flamethrower Loading.jpg|thumb|none|600px|Loading the flamer...]]&lt;br /&gt;
[[File:H3VR Flamethrower Tank.jpg|thumb|none|600px|...before pausing to take a look at what was just loaded. The tank is labeled &amp;quot;Dr. Boner's Industrial Strength Nail polish remover&amp;quot;, and features a warning to &amp;quot;USE ONLY IN A WELL-VENTILATED AREA&amp;quot;; from this, it can be inferred that the tanks (seemingly propane tanks, of the sort used in portable camp stoves and the like) are filled with concentrated acetone. While this may be second only to The Fury's [[Flammenwerfer 41]] loaded with unsymmetrical dimethylhydrazine and nitrogen tetroxide (i.e. ''rocket fuel'') from ''[[Metal Gear Solid 3: Snake Eater]]'' in terms of odd flamethrower fuels, it does make some sense: as any bottle of non-industrial nail polish remover will tell you, acetone is highly flammable, and would make a more effective fuel than the gases commonly used in homemade flamethrowers, though its volatility and tendency to evaporate easily would limit its effective range and make it somewhat dangerous - not that an ordinary flamethrower is exactly OSHA-approved, mind you.]]&lt;br /&gt;
[[File:H3VR Flamethrower Muzzle.jpg|thumb|none|600px|The muzzle of the flamethrower, constructed of a cut-open soda can; judging by the blackening of the end, this flamer's seen some use. Which is simultaneously encouraging and worrying.]]&lt;br /&gt;
[[File:H3VR Flamethrower Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the flamethrower...]]&lt;br /&gt;
[[File:H3VR Flamethrower Firing.jpg|thumb|none|600px|...and &amp;quot;firing&amp;quot; it.]]&lt;br /&gt;
[[File:H3VR Flamethrower Lever.jpg|thumb|none|600px|Overjoyed that the weapon didn't explode upon firing, our fire-fighting friend takes a look at the adjustment lever at the flamethrower's rear.]]&lt;br /&gt;
[[File:H3VR Flamethrower Back.jpg|thumb|none|600px|The lever adjusts the flamethrower's gas pressure; pulling it back reduces the pressure...]]&lt;br /&gt;
[[File:H3VR Flamethrower Wide.jpg|thumb|none|600px|...creating a wide spray of flames, like so...]]&lt;br /&gt;
[[File:H3VR Flamethrower Forward.jpg|thumb|none|600px|...while pushing it forward increases the pressure...]]&lt;br /&gt;
[[File:H3VR Flamethrower Narrow.jpg|thumb|none|600px|...creating a more realistic, less video-gamey narrow stream of fire.]]&lt;br /&gt;
[[File:H3VR Flamethrower Sosig.jpg|thumb|none|600px|This narrow stream allows more precise, long-ranged use, perfect for roasting more distant Sosigs. As for the wide mode, its use in close quarters is unparalleledly lethal; when combined with the tendency of in-game flame particles to spread out and slide along solid surfaces, this leads to...]]&lt;br /&gt;
[[File:H3VR Flamethrower Sweeping.jpg|thumb|none|600px|&amp;quot;''It was a pleasure to '''burn'''. It was a special pleasure to see things '''eaten''', to see things '''blackened''' and '''changed'''.''&amp;quot;]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Empty.jpg|thumb|none|600px|The Pyro's take on the homemade flamethrower concept. Note that the standard model's propane tank is missing, leaving behind a cradle of solid metal bands.]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Loading.jpg|thumb|none|600px|This is because, as with the Junkyard Flamethrower, ammunition comes separately, and the tanks must be attached prior to firing...]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Pilot.jpg|thumb|none|600px|...a process which causes the weapon's forward-mounted pilot light to turn itself on.]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Right.jpg|thumb|none|600px|Admiring the rear end of the flamethrower, while taking note of the gas pump handle used as a trigger. Hey, as long as it works.]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Knob.jpg|thumb|none|600px|The pressure-adjustment mechanic from the Junkyard Flamethrower is also present on this version, with the adjustments being preformed via this knob; this appears to be the propane tank's flow-adjustment knob, though it is depicted as part of the flamethrower instead of part of the tank (likely due to the issues with moving parts on removable/attachable objects).]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Wide.jpg|thumb|none|600px|Twisting it all the way to the left creates a wide area of effect at the cost of range...]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Narrow.jpg|thumb|none|600px|...while turning it to the right does exactly the opposite.]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Pointing.jpg|thumb|none|600px|There is one important mechanic, however, that the ''TF2''-derived flamethrower does not share with its prior-added counterpart (but does share with its source material):]]&lt;br /&gt;
[[File:H3VR TF2 Flamethrower Airblast.jpg|thumb|none|600px|The ammo-consuming, projectile-redirecting, enemy-pushing, and eternally laughter-inducing airblast.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 &amp;quot;Bazooka&amp;quot;==&lt;br /&gt;
Update #50 added the [[M1A1 Bazooka]] to ''H3'''s collection of explosive toys. Unfortunately, the reloading procedure is incorrectly simplified, with the rocket simply being shoved into the rear of the tube, without bothering to attach the wire to the electrical contacts at the rear of the launcher (which served to transfer electricity to, and ignite, the rocket's booster charge and motor).&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Rocket Launcher &amp;quot;Bazooka&amp;quot; - 2.36-inch rocket]]&lt;br /&gt;
[[File:H3VR M1A1 Bazooka.jpg|thumb|none|600px|The M1A1 in first person. A rather difficult weapon to grab a good screenshot of, considering its sheer size.]]&lt;br /&gt;
[[File:H3VR M1A1 Bazooka Left.jpg|thumb|none|600px|Still, with enough due diligence (read: throwing rocket launchers on the ground), its full extent becomes visible.]]&lt;br /&gt;
[[File:H3VR M1A1 Bazooka Right.jpg|thumb|none|600px|And for those who were expecting the right side to be a substantial departure from the left, well... I don't have anything to say except &amp;quot;sorry&amp;quot;. And perhaps &amp;quot;lower your expectations.&amp;quot; Anyway, back to business...]]&lt;br /&gt;
[[File:H3VR M1A1 Bazooka Loading.jpg|thumb|none|600px|Loading a M6A1 rocket into the rear of the weapon. As mentioned, this is the only thing required for reloading, with no simulation of the attachment of the contact wire.]]&lt;br /&gt;
[[File:H3VR M1A1 Bazooka Aiming.jpg|thumb|none|600px|Aiming the M1A1. Unlike in many games, the weapon's multiple front sight posts are actually useful here, as the projectile drops over distance, and the weapon can be manipulated freely, rather than having a single fixed aim-down-sights position.]]&lt;br /&gt;
[[File:H3VR M1A1 Bazooka Firing.jpg|thumb|none|600px|Firing the Bazooka, which produces a suitably impressive cloud of smoke.]]&lt;br /&gt;
&lt;br /&gt;
==M203==&lt;br /&gt;
Update #107 Alpha 1 introduced the original, full-length version of the [[M203]] Grenade launcher. Like the earlier added M203A1, this launcher can only be used on the [[M16A1]] and [[M4 Carbine]], and when attached to either weapon, the matching sight ladder appears on top of the weapon's fore.&lt;br /&gt;
[[File:M203.jpg|thumb|none|450px|M203 - 40x46mm]]&lt;br /&gt;
[[File:H3VR M203 New Left.jpg|thumb|none|600px|Taking a look at the new M203; the nicely-detailed markings show it to be an earlier Colt-produced example. Or, rather, a &amp;quot;Dolt&amp;quot;-produced example.]]&lt;br /&gt;
[[File:H3VR M203 New Right.jpg|thumb|none|600px|The right side, meanwhile, is conspicuously devoid of markings. It's not supposed to have any, mind; it just looks a bit odd.]]&lt;br /&gt;
[[File:H3VR M203 New Mounting.jpg|thumb|none|600px|Bringing the launcher up to a rifle's handguard...]]&lt;br /&gt;
[[File:H3VR M203 New Opening.jpg|thumb|none|600px|...and marveling as the triangle instantly becomes a trapezoid. Not for very long, mind; we're not made of time here, so this is also the breech-opening shot.]]&lt;br /&gt;
[[File:H3VR M203 New Loading.jpg|thumb|none|600px|Loading in a 40x46mm round; this is an M781 practice round, with a payload of chalk powder to make it obvious where the round landed. Fitting for a launcher mounted onto a civilian semi-auto rifle.]]&lt;br /&gt;
[[File:H3VR M203 New Closing.jpg|thumb|none|600px|Closing up the breech.]]&lt;br /&gt;
[[File:H3VR M203 New Folding.jpg|thumb|none|600px|Fiddling with the rear sight; this was initially fixed in place, but was later made foldable after a patch. Helps when you're trying to aim the rifle that it's attached to.]]&lt;br /&gt;
[[File:H3VR M203 New Firing.jpg|thumb|none|600px|Firing off a round. No dedicated aiming shot, but you can see how it works here anyway - just pick the right rear sight notch for your range, and aim with the parent rifle's front sight.]]&lt;br /&gt;
[[File:H3VR M203 New Ejecting.jpg|thumb|none|600px|Dumping out the spent case. Better pick it up - those rounds aren't cheap. Plus, you can clean it out and use it as a shotglass.]]&lt;br /&gt;
&lt;br /&gt;
==M203A1==&lt;br /&gt;
Update #76's second alpha build added the ''long''-requested, just-as-long-thought-impossible feature of attachable underbarrel grenade launchers, the first example of which being one of the most well-known, the [[M203]] - more specifically, it is the short-barreled [[M203A1]] variant. The M203A1 was rebuilt in Update #107 Alpha 1; besides a refreshed model, the weapon now comes with its sight ladder when attached to either the [[M16A1]] or [[M4 Carbine]].&lt;br /&gt;
[[File:KAC M203A1.jpg|thumb|none|450px|KAC-manufactured M203A1 - 40x46mm]]&lt;br /&gt;
[[File:H3VR M203 Right.jpg|thumb|none|600px|After years of waiting, it's finally here. Rejoice, all ye faithful, rejoice.]]&lt;br /&gt;
[[File:H3VR M203 Left.jpg|thumb|none|600px|It's not often that you see an M203 in a game that isn't already mounted to something; it can be fired in this state in-game, though there is little point in doing so...]]&lt;br /&gt;
[[File:H3VR M203 Mounted.jpg|thumb|none|600px|...as it can easily be attached to the appropriate weapons instead. This variant can only be mounted to the &amp;quot;classic&amp;quot; variant of the [[M4A1]] and, as seen here, the [[M16A1]].]]&lt;br /&gt;
[[File:H3VR M203 Opening.jpg|thumb|none|600px|Loading the M203 is a rather straightforward affair; the only thing to worry about is the barrel, which slides back and forth.]]&lt;br /&gt;
[[File:H3VR M203 Loading.jpg|thumb|none|600px|Simply shove in a forty-mike-mike of your choosing, then close it up and get to work.]]&lt;br /&gt;
[[File:H3VR M203 Firing.jpg|thumb|none|600px|Firing a round at a group of Sosigs; the grenade can just be glimpsed to the left of the front sight.]]&lt;br /&gt;
[[File:H3VR M203 Explosion.jpg|thumb|none|600px|The effects are more or less what one would expect.]]&lt;br /&gt;
[[File:H3VR M203 Ejecting.jpg|thumb|none|600px|Clearing the launcher works about the same as loading it; just slide the barrel forward, and the spent casing falls right out.]]&lt;br /&gt;
[[File:H3VR M203A1 Left.jpg|thumb|none|600px|Checking out the new M203A1 just outside the Grill House's central, well, house.]]&lt;br /&gt;
[[File:H3VR M203A1 Right.jpg|thumb|none|600px|It's about the same as the M203A-nothing, but a tad shorter. Which is pretty much the whole point.]]&lt;br /&gt;
[[File:H3VR M203A1 Mounting.jpg|thumb|none|600px|To be more precise, the shorter barrel was meant to optimize it for use on carbines, such as the M4 here.]]&lt;br /&gt;
[[File:H3VR M203A1 Mounted.jpg|thumb|none|600px|Just tack it on, and bam, the entire lower handguard vanishes. You do get a neat new leaf sight out of the deal, though.]]&lt;br /&gt;
[[File:H3VR M203A1 Opening.jpg|thumb|none|600px|Opening up the launcher...]]&lt;br /&gt;
[[File:H3VR M203A1 Loading.jpg|thumb|none|600px|...popping in an &amp;quot;X1776 FreedomParty&amp;quot; round...]]&lt;br /&gt;
[[File:H3VR M203A1 Closing.jpg|thumb|none|600px|...and sliding it shut.]]&lt;br /&gt;
[[File:H3VR M203A1 Aiming.jpg|thumb|none|600px|Sadly, as nice as the Colt 3-power scope looks on top of the carrying handle, it blocks basically all the leaf sight notches that correspond to a distance actually achievable on this map, nevermind inside the building itself. No old-school tactical aesthetic for you.]]&lt;br /&gt;
[[File:H3VR M203A1 Firing.jpg|thumb|none|600px|Following a breach that's better off undocumented, an opportunity to use the launcher presents itself - pre-flashing a room before entry.]]&lt;br /&gt;
[[File:H3VR M203A1 Flash.jpg|thumb|none|600px|In case it wasn't made clear before, the X1776 is a flashbang round (with a bit of confetti in it). The flash makes the markings of the carbine and the launcher alike stand out rather nicely.]]&lt;br /&gt;
[[File:H3VR M203A1 Close.jpg|thumb|none|600px|As it turns out, there were some enemies inside that were successfully stunned. Not in that specific room mind you, just inside.]]&lt;br /&gt;
[[File:H3VR M203A1 Attacking.jpg|thumb|none|600px|Giving the Sosig another 40, just to make sure he's properly stunned.]]&lt;br /&gt;
[[File:H3VR M203A1 Ejecting.jpg|thumb|none|600px|''&amp;quot;Hey, command? Yeah, uh, these things are non-lethal, right?&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;quot;...less-lethal? Not less-'''than'''-lethal?&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;quot;No, nothing. Just, uhh... this guy shot himself before I could apprehend him.&amp;quot;'']]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
The [[M224 Mortar]] was added in Update #101 on Meatmas Day 2021, making it the game's first useable mortar. Rather than a static emplacement, the player has full freedom to not only place and angle the weapon, but also select between trigger-fire and drop-fire, making its depiction in H3 one of the more immersive ones.&lt;br /&gt;
[[File:M224-60mm-mortar.jpg|thumb|none|450px|M224 Mortar with M7 Baseplate - 60mm]]&lt;br /&gt;
[[File:H3VR M224 Mounted.jpg|thumb|none|600px|Casually strolling up to a deployed M224, as though the one responsible for its being there isn't the one who's doing the strolling. To be fair, who'd want to take responsibility for putting down a mortar backwards?]]&lt;br /&gt;
[[File:H3VR M224 Range.jpg|thumb|none|600px|Taking a look at the now-correctly-oriented mortar's ranging slider; while it lacks the real deal's optical sight (and its forward support, possibly to simplify the model, or to free up space for the floating green adjustment arrows seen above), it still has this for more precise aiming. Use with a rangefinder is highly recommended. As a somewhat literal aside, the object off to the right is an instruction manual, which tells you right off the bat that this thing's gonna be fun.]]&lt;br /&gt;
[[File:H3VR M224 Adjusting.jpg|thumb|none|600px|Using the aforementioned arrows to tilt the mortar causes the dot to move up and down the slider appropriately (or, more accurately, for the slider to move down and up against the dot).]]&lt;br /&gt;
[[File:H3VR M224 Selector.jpg|thumb|none|600px|Lying down to look at the M224's fire selector; the middle position is &amp;quot;S&amp;quot; (for &amp;quot;safe&amp;quot;), while the top position is &amp;quot;D&amp;quot; (for &amp;quot;drop&amp;quot;, indicating that the weapon will fire automatically when loaded), and the currently-selected bottom one is &amp;quot;T&amp;quot; (for &amp;quot;trigger&amp;quot;).]]&lt;br /&gt;
[[File:H3VR M224 Loading.jpg|thumb|none|600px|Dropping in a shell, comfortable in the knowledge that it won't fire the instant it hits the bottom of the tube. This is an M720A1 high-explosive round; it's one of two types available in-game, though both are M720A1 shells.]]&lt;br /&gt;
[[File:H3VR M224 Firing.jpg|thumb|none|600px|Firing the mortar with a quick pull of the large metal rod that serves as a trigger; not shown here is the spectator-camera options panel, as trying to get an angle that showed both the mortar's trigger and muzzle while accounting for the misalignment between the headset's display and what's actually shown on the monitor is no mean feat.]]&lt;br /&gt;
[[File:H3VR M224 Ceiling.jpg|thumb|none|600px|Even harder is getting an angle that also manages to show the inherent problems with using a mortar inside a not-quite-giant-enough snowglobe.]]&lt;br /&gt;
[[File:H3VR M224 Baseplate.jpg|thumb|none|600px|Taking a look at the baseplate's markings; unlike the reference image, ''H3'''s M224 has the smaller square-shaped M8 baseplate, rather than the large, round M7. The bottom of the tube also has some markings, though they're a bit less descriptive; apart from what seem to be a pair of serial or index numbers, the weapon is also marked &amp;quot;BIG BORE&amp;quot; and &amp;quot;PURYEAR&amp;quot;, whatever that means.]]&lt;br /&gt;
[[File:H3VR M224 Holding.jpg|thumb|none|600px|Seeing as indirect fire in a place with a ceiling isn't a great idea, why not try out an even worse one instead? The round shown here is the other type available, an M720A1 with one collar-like propellant charge added; while multiple of these can be stacked onto a round in theory, such an option would be of little value in-game, since the ranging slider only has markings for shells with 0 charges or 1. An attentive viewer may also have noticed the position of the fire selector in the previous shot, giving an idea of just how dangerous this really is.]]&lt;br /&gt;
[[File:H3VR M224 Recoil.jpg|thumb|none|600px|Firing off the high-speed shell; if the mere notion of firing a 60mm mortar offhand standing up wasn't enough to dissuade you from trying it...]]&lt;br /&gt;
[[File:H3VR M224 Thrown.jpg|thumb|none|600px|...then perhaps the recoil can.]]&lt;br /&gt;
[[File:H3VR M224 Aiming.jpg|thumb|none|600px|For a far more functional dumb idea, consider the following: lacking a minimum elevation angle, ''H3VR'''s M224 can be used in the direct-fire role.]]&lt;br /&gt;
[[File:H3VR M224 Direct.jpg|thumb|none|600px|It may sound stupid, but hey.]]&lt;br /&gt;
[[File:H3VR M224 Hit.jpg|thumb|none|600px|It's about the only real way to hit something other than the glass in here.]]&lt;br /&gt;
&lt;br /&gt;
==M72A7 LAW==&lt;br /&gt;
The [[M72 LAW|M72A7 LAW]] was added on Meatmas Day 2020, making it the game's second disposable rocket launcher, and the game's first unguided one.&lt;br /&gt;
[[File:M72A7 LAW.jpg|thumb|none|450px|M72A7 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:H3VR M72A7 Present.JPG|thumb|none|600px|The M72 LAW offers an interesting alternative to the contemporary RPG-7. On the one hand, it's a disposable rocket launcher. On the other hand, you only need one inventory slot for rocket and ammo, instead of two.]]&lt;br /&gt;
[[File:H3VR M72A7 Instructions.JPG|thumb|none|600px|The LAW provides a helpful guide printed on the side for how to use it.]]&lt;br /&gt;
[[File:H3VR M72A7 Cover.JPG|thumb|none|600px|Step one- remove the cover from the end of the tube.]]&lt;br /&gt;
[[File:H3VR M72A7 Tube Extended.JPG|thumb|none|600px|Step 2- after removing the cover, extend the rear of the tube.]]&lt;br /&gt;
[[File:H3VR M72A7 Safety.JPG|thumb|none|600px|Step 3- click this switch in front of the rear sight to turn off the safety.]]&lt;br /&gt;
[[File:H3VR M72A7 SafetyOff.JPG|thumb|none|600px|Safety's off, rocket's hot!]]&lt;br /&gt;
[[File:H3VR M72A7 Aim.JPG|thumb|none|600px|The default irons on the LAW aren't amazing, but then again, these were intended for shooting at light armor, not snowflakes in a snowglobe.]]&lt;br /&gt;
[[File:H3VR M72A7 Fire.JPG|thumb|none|600px|Case in point, the rocket hits just past the snowflake.]]&lt;br /&gt;
[[File:H3VR M72A7 AimOptic.JPG|thumb|none|600px|An interesting feature of the A7 variant is that it doesn't just use a better rocket motor, it also has an attachment rail for optics. On a disposable rocket launcher. And because the rear sight is in the way, you're going to need something on a riser.]]&lt;br /&gt;
[[File:H3VR M72A7 FireOptic.JPG|thumb|none|600px|Still, can't argue with results.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79 grenade launcher]] was one of the first weapons added to ''H3'', predating even the name; it, along with a few other weapons, was added to the early prototype stages of the game before it even received a proper name. In the 9th alpha of Update #52, the weapon got a new model and texture set, along with several new ammo types. These include 5 more-or-less normal rounds - an M381 high-explosive round, an M397 airburst round (which bounces off of whatever surface it hits and explodes in mid-air), an M576 buckshot round, an M781 inert practice round, and a CS gas grenade (which was added later, in the same update's 10th alpha) - and 4 more outlandish rounds (all of which have colorschemes and labels more reminiscent of novelty fireworks than of actual military ordnance). These are:&lt;br /&gt;
*The &amp;quot;X214 Steelbreaker&amp;quot;, a high-velocity armor-piercing saboted round,&lt;br /&gt;
*The &amp;quot;X477 Cornerfrag&amp;quot;, a low-yield fragmentation grenade that airbursts ''4 meters'' from the launcher's muzzle, intended for blindfiring around corners in close quarters (hence the name),&lt;br /&gt;
*The &amp;quot;X666 Baphomet&amp;quot;, essentially a 40mm version of the Dragon's Breath round,&lt;br /&gt;
*and the later-released &amp;quot;X1776 Freedom Party&amp;quot;, a 40mm flashbang that releases red, white, and blue confetti upon detonation.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:H3VR M79 Old.jpg|thumb|none|600px|Admiring the M79 under the light of the warehouse's roof windows. Note the trigger guard; for whatever reason, this version of the launcher had a trigger guard that flopped around freely. This is probably due to this old model having an articulated winter trigger guard, to allow usage with thick gloves without adding a large winter trigger, but was apparently interpreted to flaccidly wiggle about instead of locking in place.]]&lt;br /&gt;
[[File:H3VR M79 Old Open.jpg|thumb|none|600px|Popping open the launcher. At full size, it can be seen that the for-some-reason-red rounds on the table have holes in the end of them; this shows that they're modeled after Airsoft 40mm rounds, which use these holes to send forth a shower of plastic BBs on impact.]]&lt;br /&gt;
[[File:H3VR M79 Old Loading.jpg|thumb|none|600px|&amp;quot;I've got an idea. Instead of just ''throwing'' grenades at them, how about we send them grenades in another manner?&amp;quot;]]&lt;br /&gt;
[[File:H3VR M79 Old Aiming.jpg|thumb|none|600px|Readying the M79...]]&lt;br /&gt;
[[File:H3VR M79 Old Firing.jpg|thumb|none|600px|...and blasting away the nefarious [[Terminator 2: Judgement Day#M79 grenade launcher|Wall-1000]].]]&lt;br /&gt;
[[File:H3VR M79 Old Ejecting.jpg|thumb|none|600px|The work done, it's time to remove the spent casing, and take a much-needed vacation.]]&lt;br /&gt;
[[File:H3VR M79 Table.jpg|thumb|none|600px|The brand-new M79, along with its new, non-airsoft ammunition. From left to right: the M781 trainer, the M576 buckshot, the M397 airburst, the M381 HE, the X214 Steelbreaker, the X477 Cornerfrag, and the X666 Baphomet.]]&lt;br /&gt;
[[File:H3VR M79 New.jpg|thumb|none|600px|A closer look at the shiny new M79, complete with its gorgeous new properly-secured trigger guard.]]&lt;br /&gt;
[[File:H3VR M79 New Leaf.jpg|thumb|none|600px|Showing off a feature of the M79 that is all but entirely unique to ''H3'': not only does its sight leaf fold up...]]&lt;br /&gt;
[[File:H3VR M79 New Slider.jpg|thumb|none|600px|...but its rear sight notch is actually adjustable for distance. This runs contrary to the model seen in most video games, where the protagonist generally just picks a random distance and goes with it. This feature was present on the older version of ''H3'''s M79 as well.]]&lt;br /&gt;
[[File:H3VR M79 New Open.jpg|thumb|none|600px|Opening up the breech.]]&lt;br /&gt;
[[File:H3VR M79 New Loading.jpg|thumb|none|600px|&amp;quot;Pardon me, sir, but this is an indoor range, so I would ''really'' recommend against that.&amp;quot;]]&lt;br /&gt;
[[File:H3VR M79 New Aiming.jpg|thumb|none|600px|&amp;quot;Sir, what are you doing-&amp;quot;]]&lt;br /&gt;
[[File:H3VR M79 New Firing.jpg|thumb|none|600px|&amp;quot;'''SIR!'''&amp;quot;]]&lt;br /&gt;
[[File:H3VR M79 New Ejecting.jpg|thumb|none|600px|One RSO heart attack later, a spent casing pops itself out of the M79.]]&lt;br /&gt;
[[File:H3VR M79 New Folded.jpg|thumb|none|600px|Like the [[China Lake Launcher|China Lake]], the M79's adjustable rear sight got even more adjustable in Update #99's sixth alpha build. Folded down, it's a rather strange 35-meter zero...]]&lt;br /&gt;
[[File:H3VR M79 New Adjusting.jpg|thumb|none|600px|...while the folded-up positions go from 100 meters to 350 in 50-meter increments, capped off with a 375-meter maximum.]]&lt;br /&gt;
[[File:H3VR M79 New High.jpg|thumb|none|600px|Needless to say, actually using this position requires holding the weapon at a comically absurd angle. Not quite a mortar, but close enough - at least, until the game got an actual mortar a couple months later.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL-140==&lt;br /&gt;
Along with the [[M320]], Update #52's 10th alpha brought along a [[Milkor MGL]]; specifically, an MGL-140, a later model with longer chambers to allow for the use of more varied ammunition types.&lt;br /&gt;
[[File:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL-140 - 40x46mm]]&lt;br /&gt;
[[File:H3VR MGL Left.jpg|thumb|none|600px|Taking a look at the MGL's left side...]]&lt;br /&gt;
[[File:H3VR MGL Right.jpg|thumb|none|thumb|none|600px|...and the right. The small white markings by the front of the cylinder are numbers, ranging one through six.]]&lt;br /&gt;
[[File:H3VR MGL Open.jpg|thumb|none|600px|Opening up the launcher, showing six chambers' worth of potential. So, so much potential.]]&lt;br /&gt;
[[File:H3VR MGL Loading.jpg|thumb|none|600px|Loading up the MGL with some &amp;quot;X666 Baphomet&amp;quot; rounds. Although, given the color scheme, one wonders if perhaps a better name would've been the &amp;quot;X122 Flavortown&amp;quot;.]]&lt;br /&gt;
[[File:H3VR MGL Snapping.jpg|thumb|none|600px|Closing the MGL with a flick of the wrist, in spite of all sound logic. This is possible because the MGL is actually built off of the same code as the game's double-action revolvers...]]&lt;br /&gt;
[[File:H3VR MGL Spinning.jpg|thumb|none|600px|...a more curious side effect of this being the ability to spin the weapon around like some sort of [[Team Fortress 2#Demoman|drunk, Scottish]] [[Metal Gear Solid#Colt Single Action Army|ocelot]].]]&lt;br /&gt;
[[File:H3VR MGL Closing.jpg|thumb|none|600px|Closing the launcher again, this time with a much more advisable push.]]&lt;br /&gt;
[[File:H3VR MGL Firing.jpg|thumb|none|600px|Celebrating this advancement in weapon knowledge by filling the air with burning magnesium.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 Grenade Launcher]] was added in Update #101 for Meatmas 2021; much like the [[Browning M2]] that came before it, it is a fictional man-portable version, with &amp;quot;chainsaw&amp;quot;-style grips.&lt;br /&gt;
[[File:MK19-02.jpg|thumb|none|450px|Mk. 19 Grenade Launcher - 40x53mm]]&lt;br /&gt;
[[File:H3VR Mk19 Box.jpg|thumb|none|600px|Hmm... a 16-round belt box of 40x53mm grenades? This can only mean one thing...]]&lt;br /&gt;
[[File:H3VR Mk19 Left.jpg|thumb|none|600px|A surprise that doesn't surprise anyone who read the text above this!]]&lt;br /&gt;
[[File:H3VR Mk19 Right.jpg|thumb|none|600px|Marvel at its expectedness! Bask in the glory of its predictability! Be amazed at how it took nearly two months to upload these screencaps for some reason!]]&lt;br /&gt;
[[File:H3VR Mk19 Loading.jpg|thumb|none|600px|Right, with that out of the way... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Loading a belt box into the launcher's bottom-mounted bracket; while 16-rounders aren't standard for the Mk. 19, the usual 32- or 48-round boxes would require this bracket to be substantially larger, making the already-bulky weapon take up even more space - space that the gift box it comes in simply doesn't have.]]&lt;br /&gt;
[[File:H3VR Mk19 Opening.jpg|thumb|none|600px|Opening up the rather large top cover.]]&lt;br /&gt;
[[File:H3VR Mk19 Cocking.jpg|thumb|none|600px|With that out of the way, the operation of locking back the bolt can be seen in greater detail. Not in any way necessary, but fun nevertheless.]]&lt;br /&gt;
[[File:H3VR Mk19 Pulling.jpg|thumb|none|600px|Pulling out the belt from its box...]]&lt;br /&gt;
[[File:H3VR Mk19 Rounds.jpg|thumb|none|600px|...and loading it into the feed tray, pausing momentarily to examine the rounds; aside from some manufacturing information, the markings denote them as M340A1 HEDP (High-Explosive Dual-Purpose) rounds, meant for dealing with armor and infantry alike.]]&lt;br /&gt;
[[File:H3VR Mk19 Closing.jpg|thumb|none|600px|Slamming the top cover shut. Although, with a size and shape like this, calling it a &amp;quot;lid&amp;quot; might be more appropriate.]]&lt;br /&gt;
[[File:H3VR Mk19 Firing.jpg|thumb|none|600px|Once all that's been handled, there's only one thing left to do:]]&lt;br /&gt;
[[File:H3VR Mk19 Impact.jpg|thumb|none|600px|Raise some Hell.]]&lt;br /&gt;
[[File:H3VR Mk19 Ejecting.jpg|thumb|none|600px|Looking away from the direction that the automatic grenade launcher is firing (a sentence that shouldn't really ever be uttered in seriousness) shows that it spits its spent cases straight out the bottom, along with some disproportionately tiny-looking belt links.]]&lt;br /&gt;
[[File:H3VR Mk19 Attacking.jpg|thumb|none|600px|While the ammo is meant for armor and infantry, it also proves decently effective against the scene's floating crystal snowflakes once you get the hang of point-shooting it. The main draw of this being that, if you can convince yourself to forget that you're trapped in a giant glass prison, you can pretend you're firing air-bursting shells out of a WWII-era AA gun.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
The [[Orion Flare Gun]] is available in-game, having been added in Update #15. While it is capable of firing 12 gauge shells in-game, doing so with any sort of high-pressure shell (i.e. anything other than flares, &amp;quot;Cannonball&amp;quot; rounds, and Dragon's Breath shells) will destroy the flare gun, rendering it useless. However, Update #17 added a fictional steel-framed version capable of handling high-pressure loads. Originally both versions were classified as &amp;quot;shotgun&amp;quot; in game for the sake of random weapon spawns, but this classification was later removed from the normal version due to this randomly dooming runs of game modes that started the player with a random shotgun before the player even did anything.&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Orion.jpg|thumb|none|600px|Behold, the Orion, in something not even remotely resembling its natural habitat.]]&lt;br /&gt;
[[File:H3VR Orion Closeup.jpg|thumb|none|600px|A closer view, which shows that the frame is marked &amp;quot;Saiph&amp;quot;; this is a joke, as Saiph is one of the stars that makes up the Orion constellation.]]&lt;br /&gt;
[[File:H3VR Orion Open.jpg|thumb|none|600px|Opening up the Orion.]]&lt;br /&gt;
[[File:H3VR Orion Loading.jpg|thumb|none|600px|Bad idea in three...]]&lt;br /&gt;
[[File:H3VR Orion Cocking.jpg|thumb|none|600px|...two...]]&lt;br /&gt;
[[File:H3VR Orion Aiming.jpg|thumb|none|600px|...one...]]&lt;br /&gt;
[[File:H3VR Orion Firing.jpg|thumb|none|600px|...zero.]]&lt;br /&gt;
[[File:H3VR Orion Broken.jpg|thumb|none|600px|Unsurprisingly, a plastic flare gun doesn't hold up well when subjected to over 10,000 PSI (over 68,000 kPa) of internal pressure. Also note the red streaks in the air; these are bullet trails, which can be toggled on and off at will through the options panel. Unusually, the options panel in ''H3'' is actually a ''physical object''.]]&lt;br /&gt;
[[File:H3VR Orion HP.jpg|thumb|none|600px|The fictitious &amp;quot;HP&amp;quot; (high-pressure) version of the Orion...]]&lt;br /&gt;
[[File:H3VR Orion HP Firing.jpg|thumb|none|600px|...which fares considerably better when firing high-pressure shells.]]&lt;br /&gt;
[[File:H3VR Orion Flare.jpg|thumb|none|600px|The release of Update #76 gave a rather substantial rework to several of the less-useful 12 gauge ammo types, flares among them; aside from gaining the ability to set enemies on fire (and a rather substantial improvement in terms of efficiency and performance), they gained the ability to illuminate the area around them, an ability which many gun-launched flares in video games seem to lack.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] was added in the Meatmas 2023 update.&lt;br /&gt;
[[File:PNZFT3.jpg|thumb|none|450px|Panzerfaust 3 - 60mm]]&lt;br /&gt;
&lt;br /&gt;
==Potato Cannon==&lt;br /&gt;
Added in Update #88, the Potato Cannon, while far from the most conventional weapon in the game (though there are plenty that are more unconventional), it meets the strict definition of a firearm. This weapon is based on a typical homemade cannon using PVC pipe and ignited using a barbeque lighter and some aerosolized hairspray as fuel. To make the cannon more wieldy and closer to a proper weapon, the lighter is mounted directly onto the cannon and is used as a makeshift trigger and pistol grip, rather than simply poked through a touch hole. As real life examples of homemade cannons are potentially dangerous, the developers repeatedly state not to attempt to do some of the things that are possible with the in-game Potato Cannon; this includes using the spraycan that comes with the cannon as a flamethrower device.&lt;br /&gt;
[[File:H3VR PotatoCannon Overview.JPG|thumb|none|600px|The infamous Spud Gun, in all its backyard hooligan glory. Made of PVC pipe, a barbecue lighter jammed into the middle, and a few tactical rails glued on - we'll get to those later.]]&lt;br /&gt;
[[File:H3VR PotatoCannon text.JPG|thumb|none|600px|A closeup of the text on the piping; it reads &amp;quot;NOT FOR PRESSURE.&amp;quot; Humor aside, PVC is typically not meant for high-pressure applications; potato cannons can get away with this by virtue of having a relatively low pressure from the hairspray fuel compared to industrial applications, though explosive failures are not unheard of.]]&lt;br /&gt;
[[File:H3VR PotatoCannon Back.JPG|thumb|none|600px|The end cap is removable for fueling; looking inside, one can see the tip of the lighter poking out.]]&lt;br /&gt;
[[File:H3VR PotatoCannon Spark.JPG|thumb|none|600px|Pulling the trigger on the weapon causes sparks to appear in the combustion chamber.]]&lt;br /&gt;
[[File:H3VR PotatoCannon Hairspray.JPG|thumb|none|600px|The cannon comes with its own hairspray can, where apparently sosigs with hair do exist in the world of H3VR. This brand of &amp;quot;TOTALLY STIFF&amp;quot; hairspray has a warning that reads: &amp;quot;IF HAIR REMAINS STIFF FOR LONGER THAN 24 HRS PLEASE CONSULT A MEDICAL PROFESSIONAL&amp;quot;.]]&lt;br /&gt;
[[File:H3VR PotatoCannon fuel.JPG|thumb|none|600px|Fueling the potato cannon; the amount of spray used does affect the power of the cannon, though there seems to be an upper limit as the cannon does not explosively fail if a ton of spray is used.]]&lt;br /&gt;
[[File:H3VR PotatoCannon potato.JPG|thumb|none|600px|Loading a 50mm Potato into the muzzle.]]&lt;br /&gt;
[[File:H3VR PotatoCannon loaded.JPG|thumb|none|600px|The potato just barely pokes into the barrel; normally, one would jam the potato down near the combustion chamber for best results, but the cannon doesn't come with a ramrod, and but all that's really needed is an airtight plug.]]&lt;br /&gt;
[[File:H3VR PotatoCannon aim.JPG|thumb|none|600px|Taking aim with the potato cannon; a sosig is about to experience a potato mashing.]]&lt;br /&gt;
[[File:H3VR PotatoCannon fire.JPG|thumb|none|600px|At full power, a potato can have lethal results, as sosigs explode in a shower of mustard.]]&lt;br /&gt;
[[File:H3VR PotatoCannon attatched.JPG|thumb|none|600px|With the aforementioned rails, any standard attachment can be used with the potato cannon; even muzzle devices are useable, though they must be removed prior to loading.]]&lt;br /&gt;
[[File:H3VR PotatoCannon lighter.JPG|thumb|none|600px|And on today's episode of &amp;quot;Do NOT try this at home&amp;quot;...]]&lt;br /&gt;
[[File:H3VR PotatoCannon flamethrower.JPG|thumb|none|600px|The spraycan can be used as an improvised flamethrower when held near an open flame.]]&lt;br /&gt;
[[File:H3VR PotatoCannon spraycantrap.JPG|thumb|none|600px|And on next week's episode of &amp;quot;No seriously DO NOT TRY THIS AT HOME&amp;quot;...]]&lt;br /&gt;
[[File:H3VR PotatoCannon firebomb.JPG|thumb|none|600px|In a pinch, the spray can can also be used as a firebomb when shot at.]]&lt;br /&gt;
&lt;br /&gt;
==QLB-06==&lt;br /&gt;
The [[QLB-06]] was added on Day 24 of the Meatmas 2022 Advent Calendar event, with the distinction of being the game's first grenade launcher fed by detachable magazines.&lt;br /&gt;
[[File:QLB-06.jpg|thumb|none|450px|QLB-06 - 35x32mmSR]]&lt;br /&gt;
[[File:H3VR QLB Box.jpg|thumb|none|600px|And on the penultimate day, Santon delivers a drum-fed grenade launcher. The drums aren't actually flat on the bottom (as convenient as that would be for resting them upright); the white part of the box's floor just doesn't line up with its hitbox.]]&lt;br /&gt;
[[File:H3VR QLB Left.jpg|thumb|none|600px|Examining the QLB. It may not be quite as impressive as [[QLZ-87|its predecessor]], but it's definitely more conventional-looking.]]&lt;br /&gt;
[[File:H3VR QLB Right.jpg|thumb|none|600px|And certainly a whole lot more portable.]]&lt;br /&gt;
[[File:H3VR QLB Safety.jpg|thumb|none|600px|Disengaging the safety; as a consequence of its re-work into a more man-portable form, the QLB-06 ditched the QLZ-87's full-auto functionality. A shame, to be sure, but the consequences of bad spray control with a 35mm grenade launcher aren't really something you can overlook.]]&lt;br /&gt;
[[File:H3VR QLB Loading.jpg|thumb|none|600px|Loading in a 6-round drum...]]&lt;br /&gt;
[[File:H3VR QLB Charging.jpg|thumb|none|600px|...and racking the rather large folding charging handle to chamber a DFS87 HE round. The markings on this round imply that it's for export, if only because they use letters that most people outside its country of origin can actually read.]]&lt;br /&gt;
[[File:H3VR QLB Aiming.jpg|thumb|none|600px|Aiming the QLB; rather than an adjustable leaf sight as one might expect, the QLB's only irons are a simple pistol-style notch-and-post setup.]]&lt;br /&gt;
[[File:H3VR QLB Firing.jpg|thumb|none|600px|Still, if it works...]]&lt;br /&gt;
[[File:H3VR QLB Hit.jpg|thumb|none|600px|...it works.]]&lt;br /&gt;
[[File:H3VR QLB Removing.jpg|thumb|none|600px|And it definitely does. This is absolutely the first and only time that an empty drum was removed. It totally didn't take, like, 20 rounds to hit that snowflake.]]&lt;br /&gt;
[[File:H3VR QLB Scope.jpg|thumb|none|600px|Should you need an actually-sensible means of aiming a grenade launcher, the included scope would be a good bet. It'll mount to any standard Picatinny rail, but the QLB's the only gun that comes with one at the right angle to make it not look stupid.]]&lt;br /&gt;
[[File:H3VR QLB Ammo.jpg|thumb|none|600px|Loading up a 15-round drum with some more specialized ammo - DFD87 smoke grenades, and DFN87 incendiaries. On the topic of ammo, this is also why the QLB was the only Meatmas gift in 2023 that needed its own independent main-branch update - without that, the newly-added ammo wouldn't've been spawnlockable, and the amount of fun that could be had with it per load of the scene would be correspondingly rather low.]]&lt;br /&gt;
[[File:H3VR QLB Bipod.jpg|thumb|none|600px|And, for a final bit of preparatory work, the bipod can be unfolded, for that little extra bit of stability we all need in our lives and grenade launchers.]]&lt;br /&gt;
[[File:H3VR QLB Impact.jpg|thumb|none|600px|And timelines, apparently, given how this shot of the two specialty rounds' effects seems to have come from a couple seconds before the last one. Sadly, neither of the bipod's legs extend into the fourth dimension, so it offers no real benefit in terms of temporal stabilization.]]&lt;br /&gt;
[[File:H3VR QLB Reticle.jpg|thumb|none|600px|Drawing a bead on the still-unbothered train, and giving a good view of the scope's reticle in the process.]]&lt;br /&gt;
[[File:H3VR QLB Mounted.jpg|thumb|none|600px|Sadly, no combination of smoke, HE, incendiary shells, precise aim, and temporal instability can stop the mighty Choo-Choo Train. All one can do is surrender, and hope to be spared.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Rail Tater&amp;quot;==&lt;br /&gt;
Added in Update #108, the &amp;quot;Rail Tater&amp;quot; is a bizarre bolt-action railgun built from junk that fires titanium-plated potato chips. It is the second weapon in ''H3VR'' created by Kommander Karl, a 3D Artist and YouTuber. The first was &amp;quot;Baby's First Boomstick&amp;quot;, the unholy love child of a children's toy and a semi-automatic shotgun. The &amp;quot;Rail Tater&amp;quot; is a direct reference to [https://www.youtube.com/watch?v=PV2AP2FzzSo one of Karl's videos, in which he &amp;quot;reloads&amp;quot; a can of Pringles potato chips.] The Tater's potato chips (or &amp;quot;Porkless Hot Dogs&amp;quot;) are among the most powerful projectiles in all of ''H3'', traveling at an astounding 1,800 m/s and piercing straight through anything they hit along the way. &lt;br /&gt;
[[File:H3VR RailTater leftside.jpg|600px|thumb|none|The &amp;quot;Rail Tater&amp;quot; in all its glory, bathed in the light of the sun. ]]&lt;br /&gt;
[[File:H3VR RailTater frontend.jpg|600px|thumb|none|Taking a closer look at the front end of the homemade railgun, which features a beige plastic foregrip. ]]&lt;br /&gt;
[[File:H3VR RailTater tube.jpg|600px|thumb|none|The core of the Rail Tater is, of course, a tube of &amp;quot;Porkless&amp;quot; hot-dog-flavored titanium-plated potato chips. What could go wrong? ]]&lt;br /&gt;
[[File:H3VR RailTater bolt.jpg|600px|thumb|none|Sticking out from the chip container is the weapon's bolt handle, which is, ''of course'', a literal bolt. Seriously. Note also the pistol grip, which is mounted at an angle to make room for the weapon's stock. ]]&lt;br /&gt;
[[File:H3VR RailTater stock.jpg|600px|thumb|none|Investigating the weapon's stock, which is composed of a large battery pack and an ultra-comfortable chunk of wood.]]&lt;br /&gt;
[[File:H3VR RailTater unbolt.jpg|600px|thumb|none|Pulling back on the bolt to open the chamber. Note the small monitor mounted to the left of the tube, which displays a red exclamation mark and a potato symbol when the weapon is unloaded.]]&lt;br /&gt;
[[File:H3VR RailTater chip.jpg|600px|thumb|none|A close-up of a &amp;quot;Porkless&amp;quot; plated chip. Mind the titanium, and don't crack a tooth! ]]&lt;br /&gt;
[[File:H3VR RailTater loading.jpg|600px|thumb|none|Inserting a chip into the weapon. ]]&lt;br /&gt;
[[File:H3VR RailTater closebolt.jpg|600px|thumb|none|Closing the bolt. Note that the monitor has changed to depict a green checkmark; the weapon is ready to shoot. ]]&lt;br /&gt;
[[File:H3VR RailTater ADS.jpg|600px|thumb|none|&amp;quot;Aiming&amp;quot; the launcher. The absolute lack of any sights (or even a rail attachment point) make this quite guesswork-intensive. ]]&lt;br /&gt;
[[File:H3VR RailTater demo1.jpg|600px|thumb|none|Time for a brief demonstration. On one side, an innocent watermelon. On the other, roughly a foot and a half of concrete. ]]&lt;br /&gt;
[[File:H3VR RailTater demo2.jpg|600px|thumb|none|To the mighty Rail Tater, however, it makes no difference. The melon explodes the instant the trigger is pulled. ]]&lt;br /&gt;
[[File:H3VR RailTater demo3.jpg|600px|thumb|none|A few frames later, an orange tracer (perhaps a jet of molten concrete?) forms, painting the lethal potato chip's trajectory through the barrier. ]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Remote Missile Launcher&amp;quot;==&lt;br /&gt;
In keeping with the ''[[Metal Gear Solid]]'' theme of Update #99, the &amp;quot;Remote Missile Launcher&amp;quot; is loosely based on that game's &amp;quot;Nikita&amp;quot; guided missile system. It is a slow-moving, user-guided missile that is controlled by a joystick attached to the launcher itself.&lt;br /&gt;
[[File:Metal Gear Solid Nikita VR.jpg|thumb|none|600px|The Nikita, as seen in ''Metal Gear Solid'''s VR Missions Menu, for comparison.]]&lt;br /&gt;
[[File:H3VR RML Left.jpg|thumb|none|600px|Taking a nice, peaceful range day with the Remote Missile Launcher.]]&lt;br /&gt;
[[File:H3VR RML Right.jpg|thumb|none|600px|After all, nothing says &amp;quot;casual plinking&amp;quot; like a high-tech guided - eh? It doesn't look like the reference image?]]&lt;br /&gt;
[[File:H3VR RML Button.jpg|thumb|none|600px|Hang on a sec, lemme get the instruction manual... okay, it says to flip the switch on the control panel, and...]]&lt;br /&gt;
[[File:H3VR RML Extending.jpg|thumb|none|600px|...oh. Yeah, that's better.]]&lt;br /&gt;
[[File:H3VR RML Loading.jpg|thumb|none|600px|Loading in one of the Remote Missile Launcher's remote missiles. These are rather large (roughly 100mm), as one would expect from a guided missile; they are, however, a bit unusually short for such a device, presumably so they still fit in the launcher when it's collapsed.]]&lt;br /&gt;
[[File:H3VR RML Muzzle.jpg|thumb|none|600px|Once loaded, they sit more or less flush with the end of the launcher; only the camera remains visible.]]&lt;br /&gt;
[[File:H3VR RML Aiming.jpg|thumb|none|600px|Speaking of the camera, here's the other end. While subtler than the other components, this also extends when the launcher is active (presumably to protect it from damage). As for the lack of a reticle, that'll make sense in a second.]]&lt;br /&gt;
[[File:H3VR RML Firing.jpg|thumb|none|600px|Firing the launcher creates a suitably impressive cloud of smoke; the camera is unaffected by this, however...]]&lt;br /&gt;
[[File:H3VR RML Steering.jpg|thumb|none|600px|...since, as mentioned, the camera is actually in the nose of the missile. As seen here, this allows for direct control of the missile via the joystick on the left (with the Big Red Button allowing for temporary speed boosts); silly as it may seem, some real guided missile launchers (like earlier versions of the [[AT-3 Sagger]], and the notoriously dismal [[Shorts Blowpipe]]) do in fact use joysticks for control. This setup would realistically classify it as a TV-guided missile (TVGM for short), a rather uncommon system for a man-portable launcher (though one shared by its inspiration); older guided launchers generally used a simpler form of MCLOS (manual command line of sight) guidance with a flare or similar visual aid allowing the user to track the missile as it flew, while more modern SACLOS systems' missiles know where they aren't and can guide themselves wherever the user indicates. Also like the original Nikita, the missiles that the RML fires are ''incredibly'' slow (to make guiding them easier, and to aid in its use as a rather unorthodox reconnaissance tool), to the point that they straddle the line between actual missiles and rocket-propelled drones. Of course, as this image shows, even a relatively slow missile can still be tricky to guide without enough practice.]]&lt;br /&gt;
[[File:H3VR RML Backblast.jpg|thumb|none|600px|Firing another missile, while rather irresponsibly looking in a completely different direction; this shows off the launcher's rather tame backblast (which has no effect on gameplay), and how the &amp;quot;LOADED&amp;quot; indicator light turns off slightly after the launcher is actually fired. And also its full length, since I forgot to show that earlier. Whoops.]]&lt;br /&gt;
[[File:H3VR RML Airburst.jpg|thumb|none|600px|Of note is that each Remote Missile Launcher can only track one missile at a time; to keep this from becoming an issue if multiple were fired in succession, pulling the trigger with a missile in flight detonates it mid-air. This also has other uses; unlike the Nikita on which it was based, the RML's warheads pack quite a punch, making them a potent option for clearing out distant groups of enemies behind cover (assuming they don't shoot it down first - enemies will target flying missiles, making them a rather useful distraction tool.]]&lt;br /&gt;
[[File:H3VR RML Flying.jpg|thumb|none|600px|A missile in flight (mere moments from this not being the case), showing off the deployed stabilization fins. This shot was achieved by firing the launcher, dropping it, and running ahead to the missile's intended destination; the missiles are ''that'' slow.]]&lt;br /&gt;
&lt;br /&gt;
==RG-6==&lt;br /&gt;
The [[RG-6 grenade launcher]] was added on day 21 of the Meatmas 2020 Advent Calendar event .&lt;br /&gt;
[[File:Rg 6-1.JPG|thumb|none|450px|RG-6 - 40mm VOG caseless]]&lt;br /&gt;
[[File:H3VR RG6 Box.jpg|thumb|none|600px|The RG-6 in its gift box, along with 3 HE grenades; since these are placed in a way that they don't really fit, things tend to fly around once the box is opened.]]&lt;br /&gt;
[[File:H3VR RG6 Left.jpg|thumb|none|600px|Taking the launcher outside the bunker, for a better look at - &amp;lt;br&amp;gt;'''&amp;quot;Huh, was that always there? I could've sworn that outpost used to be smaller...&amp;quot;'']]&lt;br /&gt;
[[File:H3VR RG6 Right.jpg|thumb|none|600px|''&amp;quot;Hang on, lemme turn around and make sure I'm not just at the wrong... bunker...&amp;quot;'']]&lt;br /&gt;
[[File:H3VR RG6 Extending.jpg|thumb|none|600px|''&amp;quot;Alright, nevermind, let's just focus on the gun. Here's the stock, which you can retract or extend, and - what's that thing on my wrist?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR RG6 Opening.jpg|thumb|none|600px|''&amp;quot;Okay, not sure what's going on right now, but I should probably just crack this thing... no, wait that's how it's supposed to work.&amp;quot; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;quot;...right?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR RG6 Loading.jpg|thumb|none|600px|Loading in some grenades; the chambers are rifled, because the &amp;quot;barrel&amp;quot; isn't. Which is totally normal for this thing. Definitely. Just working how it's supposed to, like everything else here. Yep, everything's fine...]]&lt;br /&gt;
[[File:H3VR RG6 Aiming.jpg|thumb|none|600px|Aiming at the distant tube-structure-thing, and noting the &amp;lt;s&amp;gt;complete lack of drones where are they they're supposed to be here WHERE ARE THE DRONES&amp;lt;/s&amp;gt; markings on the rear sight; they're marked every 100 meters, with a notch every 50 - here, the 150-meter notch is being used. The marking on the top of the launcher reads &amp;quot;6G30&amp;quot;, the weapon's GRAU index designation.]]&lt;br /&gt;
[[File:H3VR RG6 Firing.jpg|thumb|none|600px|Firing a grenade off at the structure - even if there's no obvious target, firing random grenades can sometimes be helpful to cluster together, and possibly destroy, the sound-sensitive Static ''they're gone they're gone they're gone they're gone they're gone they're-'']]&lt;br /&gt;
[[File:H3VR RG6 Trigger.jpg|thumb|none|600px|Looking away from the distant scenery, and towards the launcher itself; note the impressively complex modeling of the lockwork, with several distinct components that all move as the trigger is pulled.]]&lt;br /&gt;
[[File:H3VR RG6 Grabbing.jpg|thumb|none|600px|Realizing that blindly firing off into the &amp;lt;empty&amp;gt; distance is probably not a very good idea, and opening up the launcher to unload it; all 6 of those grenades were definitely all there before, as none were ever fired out of it.]]&lt;br /&gt;
[[File:H3VR RG6 Gone.jpg|thumb|none|600px|Reaching for a grenade, and looking at the launcher, wondering why you only loaded 5 grenades, it was always like this ''no it wasn't the grenade is gone DON'T LISTEN TO'']]&lt;br /&gt;
[[File:H3VR RG6 Impact.jpg|thumb|none|600px|''&amp;quot;Who is it, huh? WHO'S DOING THIS? IS IT YOU, BRADLEY? NOT ANYMORE! TAKE THIS, AND THIS, AND-&amp;quot;'']]&lt;br /&gt;
&lt;br /&gt;
==RGM-40 Kastet==&lt;br /&gt;
Alongside the standard [[GP-25]], Update #76's third alpha build added its standalone counterpart, the [[RGM-40 Kastet]].&lt;br /&gt;
[[File:RGM Kastet.jpg|thumb|none|450px|RGM-40 Kastet - 40mm VOG caseless]]&lt;br /&gt;
[[File:H3VR Kastet Table.jpg|thumb|none|600px|A Kastet lying on a table. Not to be confused with a Bastet; if you find the latter lying on a table, then your day is about to become either really good or really, ''really'' bad.]]&lt;br /&gt;
[[File:H3VR Kastet Front.jpg|thumb|none|600px|Preparing the Kastet for &amp;lt;s&amp;gt;ritual sacrifice&amp;lt;/s&amp;gt; practical use requires first that the sights be unfolded.]]&lt;br /&gt;
[[File:H3VR Kastet Rear.jpg|thumb|none|600px|Yes, the rear one too.]]&lt;br /&gt;
[[File:H3VR Kastet Left.jpg|thumb|none|600px|''&amp;quot;Then... hang on, what comes next again? Lemme just check the script...&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Kastet Extending.jpg|thumb|none|600px|''&amp;quot;Oh, right, that!&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Then, the stock must be extended.]]&lt;br /&gt;
[[File:H3VR Kastet Right.jpg|thumb|none|600px|Once all that's been settled, it's time to wage war and be fertile. Preferably in that order.]]&lt;br /&gt;
[[File:H3VR Kastet Loading.jpg|thumb|none|600px|And both after remembering to load the thing.]]&lt;br /&gt;
[[File:H3VR Kastet Aiming.jpg|thumb|none|600px|Aiming the RGM-40; each of the leaf sight's notches is approximately 50 meters, though they tend to be a bit short of the mark.]]&lt;br /&gt;
[[File:H3VR Kastet Firing.jpg|thumb|none|600px|Firing off a shot...]]&lt;br /&gt;
[[File:H3VR Kastet Impact.jpg|thumb|none|600px|...and watching the VOG-25 HE round hit its mark.]]&lt;br /&gt;
&lt;br /&gt;
==RM Equipment M203PI==&lt;br /&gt;
Along with the standard [[M203A1]], Update #76's 2nd alpha build added an [[RM Equipment M203PI]], the main distinction between the two being their compatibility; while the M203A1 can only be mounted to the [[M16A1]] and the [[M4 Carbine]], the M203PI can be attached to any standard Picatinny rail. The Pic rail mounted version also lacks any sight ladders for accurate long-range shooting; this is because the sight ladders on the other M203s are made specifically for AR platforms with both the launcher and sight ladder in a fixed positions.&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|450px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[File:H3VR M203PI Left.jpg|thumb|none|600px|An unmounted M203PI. It's more or less the same as the normal variant, the only real difference being the mounting hardware.]]&lt;br /&gt;
[[File:H3VR M203PI Right.jpg|thumb|none|600px|Which is, to be fair, a rather substantial difference.]]&lt;br /&gt;
[[File:H3VR M203PI Mounted.jpg|thumb|none|600px|Sure, it can be used to create relatively sensible combinations like this 203/[[FN SCAR-L]] pairing here, but it can also create far more outlandish things, like handguns with launchers on their underbarrel rails, or quad-railed rifles with an M203PI on every side of the handguard.]]&lt;br /&gt;
[[File:H3VR M203PI Opening.jpg|thumb|none|600px|Sliding open the breech.]]&lt;br /&gt;
[[File:H3VR M203PI Loading.jpg|thumb|none|600px|Loading in an M576 40mm buckshot shell...]]&lt;br /&gt;
[[File:H3VR M203PI Firing.jpg|thumb|none|600px|...which, as one would expect, is quite effective at reducing enemies to a rather unsightly mess.]]&lt;br /&gt;
[[File:H3VR M203PI Ejecting.jpg|thumb|none|600px|Dumping out the spent casing, and getting back to business.]]&lt;br /&gt;
[[File:H3VR M203PI Saw.jpg|thumb|none|600px|&amp;quot;Business&amp;quot;, in this case, meaning &amp;quot;sticking another M203PI onto the bottom of a chainsaw&amp;quot;.]]&lt;br /&gt;
[[File:H3VR M203PI MGL.jpg|thumb|none|600px|Or &amp;quot;creating redundant, absurd monstrosities.&amp;quot;]]&lt;br /&gt;
[[File:H3VR M203PI MGL Firing.jpg|thumb|none|600px|Firing all of the weapon's available grenades into a crowd of helpless Sosigs.]]&lt;br /&gt;
[[File:H3VR M203PI MGL Backwards.jpg|thumb|none|600px|Yes, even that one.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The 2016 Meatmas Update added 3 gifts on its 25th and final day, one of these being the game's first rocket launcher, the [[RPG-7]]. The sixth alpha of Update #100 replaced the RPG's model, with improvements such as working sights and a functional sight rail.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Meat Fortress&amp;quot; crossover update added the Soldier's &amp;quot;Rocket Launcher&amp;quot; from ''[[Team Fortress 2]]'', a fictional repeating design based on a (heavily stylized) RPG-7 with its grips reversed. Initially, its ammo (the so-called &amp;quot;RPGMF Rocket&amp;quot;) only had one type (a standard HE round), but Update #91 (the 2020 4th of July update) gave it several more.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:H3VR RPG-7 Crate.jpg|thumb|none|600px|An RPG-7 and a crate full of rockets, found at the Sampler Platter's Dessert Table. It's a hard thing to find, too - you have to show up early, or else it'll all be taken by the 12:30 lunch rush.]]&lt;br /&gt;
[[File:H3VR RPG-7 Pointing.jpg|thumb|none|600px|&amp;quot;Yes, I ''get'' that it's not loaded, but that doesn't mean that this isn't the single stupidest thing you have ever done.&amp;quot;]]&lt;br /&gt;
[[File:H3VR RPG-7.jpg|thumb|none|600px|Taking a closer look at the RPG-7, with it (thankfully) pointed in a far, far safer direction.]]&lt;br /&gt;
[[File:H3VR RPG-7 Loading.jpg|thumb|none|600px|Loading in a PG-7V rocket.]]&lt;br /&gt;
[[File:H3VR RPG-7 Cocking.jpg|thumb|none|600px|Following this is a step that a great many games tend to forget: cocking the hammer. The RPG-7 uses a revolver-style spur hammer (albeit one that strikes directly upwards) to set off its rockets; since the trigger mechanism is single-action-only, the hammer must be cocked before every shot.]]&lt;br /&gt;
[[File:H3VR RPG-7 Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the RPG. Well, at least there was an attempt.]]&lt;br /&gt;
[[File:H3VR RPG-7 Firing.jpg|thumb|none|600px|Firing the launcher...]]&lt;br /&gt;
[[File:H3VR RPG-7 Explosion.jpg|thumb|none|600px|...and watching the rocket hit its mark. While it can't be shown here (for obvious reasons), one thing to note is the inclusion of a sound delay system for distant explosions - even at the back of this relatively small range, there is still a noticeable delay between seeing the round go off and hearing it, meant to simulate the difference between the speeds of light and sound. This feature, along with a great many others (including the Sampler Platter itself), was introduced in Update #52.]]&lt;br /&gt;
[[File:H3VR RPG-7 Loading Side.jpg|thumb|none|600px|Amusingly, due to the way that ''H3'' defines loading (i.e. if a round intersects a certain trigger area, it is automatically loaded), simply slamming a rocket into the side of the RPG-7's main tube...]]&lt;br /&gt;
[[File:H3VR RPG-7 Loaded.jpg|thumb|none|600px|...produces a loaded rocket launcher, presumably either meaning that the rockets are capable of teleportation, or that osmosis can be performed with far larger particles than scientists previously thought. IMFDB does not encourage the practice of slamming live rockets into things; doing so outside of a video game is highly unlikely to end well.]]&lt;br /&gt;
[[File:H3VR RPG-7 Aiming Close.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; once again, this time at the cluster of shipping crates and explosive barrels that makes up the bulk of the Dessert Table's target content.]]&lt;br /&gt;
[[File:H3VR RPG-7 Explosion Close.jpg|thumb|none|600px|This has predictable results.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Left.jpg|thumb|none|600px|Looking over the new RPG-7.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Right.jpg|thumb|none|600px|In a substantially less sensible place to actually use it, one might add.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Loading.jpg|thumb|none|600px|But hey, it's not like we've ever let something like common sense stop us, right?]]&lt;br /&gt;
[[File:H3VR RPG-7 New Loaded.jpg|thumb|none|600px|Yes, &amp;quot;us&amp;quot;. You're a part of this now, whether you like it or not.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Cocking.jpg|thumb|none|600px|Cocking the RPG's hammer; the markings on the grip assembly state what it is (&amp;quot;PПГ-7&amp;quot;, or &amp;quot;RPG-7&amp;quot;), followed by a serial number (&amp;quot;ИTБ-137&amp;quot;), and a production date (&amp;quot;1975г.&amp;quot;).]]&lt;br /&gt;
[[File:H3VR RPG-7 New Aiming.jpg|thumb|none|600px|Aiming the RPG at a hopefully-far-enough-away wall; as mentioned, one of the main improvements of the new model over the old one is a functional rear sight, making it something more than just a window to look through at the front one.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Firing.jpg|thumb|none|600px|Firing the launcher, as ever, produces a brief-yet-blinding flash of light and a substantially-longer-yet-just-as-blinding cloud of smoke. It probably wouldn't obscure effect-on-target as much if the target was a more reasonable distance away.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Adjusting.jpg|thumb|none|600px|Not only is the new model's rear sight notch functional, the rest of it is too; the slider can be adjusted from 100 to 500 meters in 100-meter increments.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Folded.jpg|thumb|none|600px|It also features a sixth position, which is self-explanatory in about the most literal way possible.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Backwards.jpg|thumb|none|600px|Just like the original RPG, various loading shenanigans are possible; here, the rocket (labeled as a &amp;quot;PG-7D&amp;quot;, a seemingly-fictional version of the PG-7) goes in backwards...]]&lt;br /&gt;
[[File:H3VR RPG-7 New Forwards.jpg|thumb|none|600px|...and somehow winds up facing forwards. No [[Battlefield Hardline#RPG-7V2|fancy throw-and-catch]] necessary.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Kobra.jpg|thumb|none|600px|The primary utility of the flipped-down setting is to keep the rear sight out of the way when mounting optics; the rail will take any Warsaw Pact-type dovetail-mounted optic, like this somewhat unsuited-for-task Kobra RDS.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Dual.jpg|thumb|none|600px|It can also take AK rail adaptors, allowing for some things well and truly past the point of forgiveness.]]&lt;br /&gt;
[[File:H3VR RPG-7 New Blocked.jpg|thumb|none|600px|The carrying handle can also be used to carry extra rockets, though this does block the magnified portion of the optic. And forces you to put a live rocket directly in the path of the previous one's exhaust, and right next to its launch tube. Which, if it's any consolation, should at least help deal with the continued existence of this device's creator.]]&lt;br /&gt;
===&amp;quot;Rocket Launcher&amp;quot;===&lt;br /&gt;
[[File:H3VR TF2 RL Left.jpg|thumb|none|600px|And when we said &amp;quot;heavily stylized&amp;quot;, we meant ''heavily'' stylized.]]&lt;br /&gt;
[[File:H3VR TF2 RL Loading.jpg|thumb|none|600px|The &amp;quot;Rocket Launcher&amp;quot;'s rockets, as in ''TF2'', are these little gray objects that go into the muzzle...]]&lt;br /&gt;
[[File:H3VR TF2 RL Loaded.jpg|thumb|none|600px|...and not necessarily one at a time. As in the source material, this launcher manages to fit 4 rockets in the tube (though, unlike the original game, loaded rockets will protrude slightly from the muzzle, as seen here); while such a thing isn't strictly ''impossible'', it would be a far cry from anything that could reasonably be described as &amp;quot;safe&amp;quot;, and would seriously inhibit the ability of the launcher to vent propellant gases out of the exhaust port (which serves to prevent the launcher from flying backwards with each shot).]]&lt;br /&gt;
[[File:H3VR TF2 RL Aiming.jpg|thumb|none|600px|Aiming the launcher; between the wobbliness of the front sight and the lack of a rear sight to line it up with, this isn't particularly helpful at any substantive range. The former aspect is noteworthy; wobbly objects hadn't been feasible in ''H3'''s physics engine prior, but an outside contributor going by the name &amp;quot;Cynicat&amp;quot; managed to get it working.]]&lt;br /&gt;
[[File:H3VR TF2 RL Firing.jpg|thumb|none|600px|Firing a shot; the largely-obstructed tube could at least explain the weapon's rather severe vertical recoil.]]&lt;br /&gt;
[[File:H3VR TF2 RL Explosion.jpg|thumb|none|600px|Watching the rocket hit its mark. The rockets fired by ''H3'''s version of the launcher are noticeably more powerful than those in ''TF2'', frequently insta-gibbing enemies (such as this unfortunate Sniper Sosig) with a single well-placed shot.]]&lt;br /&gt;
[[File:H3VR TF2 RL Jump.jpg|thumb|none|600px|The other &amp;quot;proper&amp;quot; use of the Rocket Launcher is another mechanic inherited from its source (pun intended), the so-called &amp;quot;rocket jump&amp;quot;, wherein a rocket is fired at the ground beneath/a wall next to the wielder, propelling them through the air in a spectacular, cartoonish fashion; ''H3VR'' may very well be the first VR game in which such a thing is possible. Not recommended for those who suffer from motion sickness.]]&lt;br /&gt;
[[File:H3VR TF2 RL Ammo.jpg|thumb|none|600px|The Rocket Launcher's various ammo types laid out on a table; from left to right, there's the standard round, the &amp;quot;WRONG AMMO&amp;quot;, the &amp;quot;To The Moon&amp;quot;, the &amp;quot;Frag Explosive&amp;quot; (yes, that is a can of meat as a warhead), the &amp;quot;Rock-It&amp;quot;, and the &amp;quot;Rocket Pop&amp;quot;.]]&lt;br /&gt;
[[File:H3VR TF2 RL Moon.jpg|thumb|none|600px|The &amp;quot;To The Moon&amp;quot; round, in keeping with its name, colorscheme, and being based on 1950s sci-fi rockets, is a high-velocity less-lethal round meant exclusively for rocket jumping (similar in function to ''TF2'''s &amp;quot;Rocket Jumper&amp;quot;, but as a round instead of a separate weapon); since there's no real way to show it in its intended role without being redundant, here's a shot of it completely failing to damage a Sosig instead. A Sosig who is, for whatever reason, stuck to a wall.]]&lt;br /&gt;
[[File:H3VR TF2 RL Pop.jpg|thumb|none|600px|The &amp;quot;Rocket Pop&amp;quot; round, aside from bringing back memories of chasing the ice cream truck down the street (how simple things used to be), also temporarily freezes enemies within a given radius; this makes them less vulnerable to piercing-type attacks (but more vulnerable to blunt ones), and slows down all of their functions - movement, turning, weapon-handling, and even their ''AI''.]]&lt;br /&gt;
[[File:H3VR TF2 RL Frag.jpg|thumb|none|600px|The frag rocket, as the now-enabled bullet trails show, does pretty much exactly what it says on the can - well, not exactly what it says on the actual can, since that would imply it contains Penn's Prime Meats and Cuts, but you get the idea.]]&lt;br /&gt;
[[File:H3VR TF2 RL Rock.jpg|thumb|none|600px|The &amp;quot;Rock-It&amp;quot;, meanwhile, is a little less obvious; it serves as a directional anti-personnel round, traveling a set distance (roughly 8 meters) before exploding, sending out a burst of shrapnel in a forward-facing cone (again, the bullet trails help make this clearer), or simply exploding on contact and sending all this shrapnel into the target if its hits something beforehand. This serves to minimize collateral/self-damage in close quarters at the cost of having to be more precise with your shots and severely limiting your effective range. Still, it works better than you'd expect for what is quite literally a firework with a bunch of rocks taped to it.]]&lt;br /&gt;
[[File:H3VR TF2 RL Wrong.jpg|thumb|none|600px|And finally, there's the &amp;quot;WRONG AMMO&amp;quot;, which is as hard to show off as it is to use in its intended role; being mortar shells, these fly in a ballistic arc rather than a straight line, allowing the weapon to be used for indirect fire. While the white streak that follows them is somewhat helpful, the weapon they're fired out of still has no real way of aiming like this, so actually hitting anything other than the ground is mostly down to luck.]]&lt;br /&gt;
&lt;br /&gt;
==RPzB 43/54 &amp;quot;Panzerschreck&amp;quot;==&lt;br /&gt;
Rounding out Update #50's collection of largely-WWII-centric weaponry is the [[Panzerschreck]]. Much like the [[M1A1 Bazooka]], reloading the weapon is a simpler process in-game than it is in reality; whereas in-game the rocket is simply stuffed into the tube and fired, in reality the rocket had to be properly lined up in the tube, and the user had to press down the pin on top of the contact box to allow electricity to be transferred to the rocket, thus allowing its ignition.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 43/54 &amp;quot;Panzerschreck&amp;quot; - 88mm rocket]]&lt;br /&gt;
[[File:H3VR RPzB.jpg|thumb|none|600px|The perfect gift for that special someone in your life. Assuming that that &amp;quot;special someone&amp;quot; is trying to stop the invasion of Berlin.]]&lt;br /&gt;
[[File:H3VR RPzB Left.jpg|thumb|none|600px|'''WE INTERRUPT THIS BROADCAST TO INSERT A GOVERNMENT-MANDATED SET OF SHOEHORNED-IN PROFILE SHOTS.''']]&lt;br /&gt;
[[File:H3VR RPzB Right.jpg|thumb|none|600px|'''DO NOT PANIC, CITIZENS; WE WILL RETURN YOU TO YOUR REGULARLY-SCHEDULED PROGRAMMING SHORTLY.''']]&lt;br /&gt;
[[File:H3VR RPzB Loading.jpg|thumb|none|600px|Loading in an 88mm rocket. The object to the top-left of the screen is another rocket, sitting in a quickbelt slot on the player's shoulder.]]&lt;br /&gt;
[[File:H3VR RPzB Aiming.jpg|thumb|none|600px|Aiming the Panzerschreck; once again, the issues with having software only capture one eye's view come to light.]]&lt;br /&gt;
[[File:H3VR RPzB Firing.jpg|thumb|none|600px|Firing the Panzerschreck at a distant foe, creating a large plume of smoke in the process.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Signaler&amp;quot;==&lt;br /&gt;
Added in Update #102's first (formal) alpha, the &amp;quot;Signaler&amp;quot; is a fictional flare gun largely based on the [[M8 Flare Pistol]], intended as an alternate weapon for the Pyro in the &amp;quot;Meat Fortress&amp;quot; gamemode. It is primarily based on [https://wiki.teamfortress.com/w/images/9/9f/Flare_Gun_Concept.jpg one of the alternate concepts for the &amp;quot;Flare Gun&amp;quot;] in ''[[TF2]]'', itself more or less a stocked AN/M8; the in-game weapon fires 50mm flare shells, available in multiple varieties.&lt;br /&gt;
[[File:M8FlarePistol.jpg|thumb|none|350px|M8 Flare Pistol - 37mm flare]]&lt;br /&gt;
[[File:H3VR Signaler Left.jpg|thumb|none|600px|Examining the fancy new flare launcher.]]&lt;br /&gt;
[[File:H3VR Signaler Right.jpg|thumb|none|600px|Although, at some point in the process of giving it a stock, a longer barrel, and several types of offensive ammunition, it may have crossed the line into &amp;quot;grenade launcher&amp;quot; territory.]]&lt;br /&gt;
[[File:H3VR Signaler Opening.jpg|thumb|none|600px|Cracking open the flarenade launcher.]]&lt;br /&gt;
[[File:H3VR Signaler Loading.jpg|thumb|none|600px|Loading in a 50mm flare, of the &amp;quot;Classic&amp;quot; (i.e. &amp;quot;flare&amp;quot;) variety; if this looks like a squash-and-stretched shotgun shell, that's because it more or less is.]]&lt;br /&gt;
[[File:H3VR Signaler Cocking.jpg|thumb|none|600px|Cocking the weapon; the lever pulled back here is a breech latch on the M8, though precisely how it works on this thing isn't clear - given the linear movement, it's probably a cocking lever for an internal striker, though it being mounted on the barrel does complicate matters a bit.]]&lt;br /&gt;
[[File:H3VR Signaler Aiming.jpg|thumb|none|600px|One thing's for sure, though - it's not an iron sight.]]&lt;br /&gt;
[[File:H3VR Signaler Firing.jpg|thumb|none|600px|Should you attempt to use it as such, well...]]&lt;br /&gt;
[[File:H3VR Signaler Flare.jpg|thumb|none|600px|...good luck. The standard flares have a bit of a blast radius, but not enough to compensate for ''that''.]]&lt;br /&gt;
[[File:H3VR Signaler Tracers.jpg|thumb|none|600px|Firing another round, this one the &amp;quot;Conflagration&amp;quot; type; the burst of tracers give off the impression that this is some sort of buckshot round at first.]]&lt;br /&gt;
[[File:H3VR Signaler Fire.jpg|thumb|none|600px|Said impression is shattered a couple frames later, however, as each tracer erupts into its own little ball of flames - it's essentially a souped-up Dragon's Breath round, minus some of the range and muzzle velocity. Useful for spy-checking, as shown here.]]&lt;br /&gt;
[[File:H3VR Signaler Ejecting.jpg|thumb|none|600px|Popping open the launcher for a quick reload; note that the ejected round (like the rest of the Meat Fortress cartridges) has a struck primer. The new, yellow-hulled round is a &amp;quot;Sunburn&amp;quot; shell...]]&lt;br /&gt;
[[File:H3VR Signaler Smoke.jpg|thumb|none|600px|...which takes its sweet time getting to the point. Despite this, it doesn't simply arc like a rainbow and drop to the ground; it appears to be a &amp;quot;parachute&amp;quot;-type flare, meant to hang in the air as long as possible.]]&lt;br /&gt;
[[File:H3VR Signaler Flash.jpg|thumb|none|600px|Once it finally stops doing so, the round detonates; it functions as a flashbang.]]&lt;br /&gt;
[[File:H3VR Signaler Danger.jpg|thumb|none|600px|The last of the Signaler's rounds is the only one that lets the weapon live up to its name: the bright-green &amp;quot;Danger Close&amp;quot; round.]]&lt;br /&gt;
[[File:H3VR Signaler Marked.jpg|thumb|none|600px|Firing one off at an unsuspecting enemy sentry gun; upon reaching its destination, the flare acts like one would logically expect a flare to act, right down to its tendency to bounce off of things and roll around. Not exactly the most helpful thing, considering what happens next.]]&lt;br /&gt;
[[File:H3VR Signaler Incoming.jpg|thumb|none|600px|&amp;quot;Next&amp;quot; being &amp;quot;a couple seconds later&amp;quot;, that is - a mortar shell descends from the heavens, right on the flare's location (at the time of launch, of course). As a note of trivia, this mortar round is technically a rocket - it uses the same projectile type as the Rocket Launcher's &amp;quot;WRONG AMMO&amp;quot; round.]]&lt;br /&gt;
[[File:H3VR Signaler Impact.jpg|thumb|none|600px|Good effect on target. Which is not something to take for granted - the omniscient mortar crew may be fast, but they aren't perfectly accurate, so some near-misses can occur.]]&lt;br /&gt;
[[File:H3VR Signaler Close.jpg|thumb|none|600px|A fact which only adds to the reasons why ''this'' is a sight to run away from very, very fast. Another reason being that the flare itself isn't particularly effective against enemies - meaning that, between the incoming mortar shell and the now-merely-angrier enemy, there are two distinct forms of &amp;quot;danger close&amp;quot; at play.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stickybomb Launcher&amp;quot;==&lt;br /&gt;
Another weapon added with the &amp;quot;Meat Fortress&amp;quot; update was the ''[[TF2]]'' Demoman's &amp;quot;Stickbomb Launcher&amp;quot;, a fictional 8-shot semi-automatic weapon that fires remotely-detonated bombs (which, as the name implies, can stick to surfaces). Visually, it seems to be loosely based on the [[Sten Mk V]], albeit stockless, left-hand-charging, fed by a fixed drum magazine (reminiscent of an [[RPK]]'s 75-round drum), and massively oversized.&lt;br /&gt;
[[File:Sten Mk5.JPG|thumb|none|450px|Sten Mk. V - 9x19mm Parabellum]]&lt;br /&gt;
[[File:H3VR TF2 SL Shell.jpg|thumb|none|600px|The &amp;quot;Stickybomb Launcher&amp;quot;'s ammunition (which isn't seen in ''TF2'', since the original version was somehow reloaded by racking the charging handle repeatedly)...]]&lt;br /&gt;
[[File:H3VR TF2 SL.jpg|thumb|none|600px|...and the launcher itself. Note the electronic device on top; this is another addition made for ''H3'', and was created by a community member named PieSavvy.]]&lt;br /&gt;
[[File:H3VR TF2 SL Opening.jpg|thumb|none|600px|Locking open the weapon's bolt.]]&lt;br /&gt;
[[File:H3VR TF2 SL Clip.jpg|thumb|none|600px|A necessary process to show off one more aspect of the launcher created for this version: its loading procedure.]]&lt;br /&gt;
[[File:H3VR TF2 SL Loading.jpg|thumb|none|600px|In a manner somewhat inspired by the [[M1941 Johnson rifle]], this variant of the Stickybomb Launcher is loaded with an 8-round stripper clip inserted through the ejection port.]]&lt;br /&gt;
[[File:H3VR TF2 SL Chambering.jpg|thumb|none|600px|Letting the bolt drop, pushing a round out of the magazine and into the chamber.]]&lt;br /&gt;
[[File:H3VR TF2 SL Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the launcher; since the only thing provided for this is the Mk. V Sten's empty front sight protector, it'd be more accurately described as &amp;quot;point-shooting&amp;quot;.]]&lt;br /&gt;
[[File:H3VR TF2 SL Firing.jpg|thumb|none|600px|Firing off a shot; the action closes quite quickly for its size. Also note that the projectile is bigger than the launcher's actual bore; the explanation given being that the bombs inflate upon leaving the muzzle.]]&lt;br /&gt;
[[File:H3VR TF2 SL Screen.jpg|thumb|none|600px|An assortment of stickies laid out around the room, which help reveal the purpose of the aforementioned device: since ''H3VR'' has no HUD to show the player how many stickybombs they've placed, the device fills that role instead, with the line rising higher on the screen for each sticky placed. With all 8 set out, there's only one thing left to do...]]&lt;br /&gt;
[[File:H3VR TF2 SL Explosion.jpg|thumb|none|600px|''&amp;quot;Ka-'''BEEEEEEEEEEEEEWM!'''&amp;quot;'']]&lt;br /&gt;
===&amp;quot;The Long Shot&amp;quot;===&lt;br /&gt;
Alpha 2 of Update #96 added a modified variant of the Stickybomb Launcher known as &amp;quot;The Long Shot&amp;quot;, along with several new ammo types for both it and the original variant. Compared to the Stickybomb Launcher, the Long Shot is a longer weapon overall (featuring a longer barrel and a full stock), and sacrifices semi-auto functionality for increased muzzle velocity, to the point that it serves as a serviceable direct-fire weapon out to surprising ranges.&lt;br /&gt;
[[File:H3VR Longshot Left.jpg|thumb|none|600px|Admiring the Long Shot in the Proving Grounds' dedicated battle arena.]]&lt;br /&gt;
[[File:H3VR Longshot Right.jpg|thumb|none|600px|The forend and stock are similar to that of the Demo's Grenade Launcher; the device in place of the original Stickybomb Launcher's more-or-less-functionless front sight protector is a laser sight that, like some of the other Meat Fortress weapons', is always on.]]&lt;br /&gt;
[[File:H3VR Longshot Rusty.jpg|thumb|none|600px|Loading in some shells; this is a &amp;quot;Rusty Nail&amp;quot; round, one of the three alternate ammo types added in the same update.]]&lt;br /&gt;
[[File:H3VR Longshot Chambering.jpg|thumb|none|600px|Releasing the locked-back bolt, and chambering a round. Props to whoever designed the feed ramp in this thing - getting it to feed rounds like ''that'' reliably must've been a bona fide nightmare.]]&lt;br /&gt;
[[File:H3VR Longshot Double.jpg|thumb|none|600px|Setting down a few Rusty Nails before starting an AI battle, and showing off what appears to be an artifact of how the weapon is coded - for just the briefest of moments, two noticeably different stickybombs appear in front of the muzzle. Say, setting up stickies before the two teams even begin existing isn't cheating right?]]&lt;br /&gt;
[[File:H3VR Longshot Cycling.jpg|thumb|none|600px|Manually racking the charging handle; as mentioned, the Long Shot lacks semi-auto functionality, effectively tutoring it into a spring-assisted straight-pull bolt-action.]]&lt;br /&gt;
[[File:H3VR Longshot Nail.jpg|thumb|none|600px|Detonating the Rusty Nail rounds all at once reveals their function: smoking like a 1950s commercial airliner cabin.]]&lt;br /&gt;
[[File:H3VR Longshot Robbie.jpg|thumb|none|600px|Loading up another type; in keeping with the general theme of scotch-based cocktail names, this one's called the &amp;quot;Robbie Burns&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Longshot Firing.jpg|thumb|none|600px|Taking a less-than-quick potshot at an enemy Sosig's head...]]&lt;br /&gt;
[[File:H3VR Longshot Headshot.jpg|thumb|none|600px|...with predictable consequences. While decent at knocking enemies down when uncharged, the Long Shot can often kill enemies with a single fully-charged shot, a shot which has almost no drop over reasonable distances to boot.]]&lt;br /&gt;
[[File:H3VR Longshot Burns.jpg|thumb|none|600px|Actually detonating a few of these rounds reveals their intended function: fittingly, the Robbie Burns round is incendiary.]]&lt;br /&gt;
[[File:H3VR Longshot Highland.jpg|thumb|none|600px|Lastly, there's the &amp;quot;Highland Fling&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Longshot Scatter.jpg|thumb|none|600px|This is an explosive scatter-shot round, firing six mini-stickies per shot; this, in combination with the aforementioned high impact damage allows the Long Shot to be used as an ersatz shotgun in close quarters.]]&lt;br /&gt;
[[File:H3VR Longshot Fling.jpg|thumb|none|600px|Detonating the Highland Fling rounds shows off one of their interesting properties: they aren't all fuzed quite the same, with the six submunitions exploding jut slightly out of sync with each other. Aside from looking cooler, this does provide some advantages: in particular, with mini-stickies scattered on the ground, the first blast will often knock enemies down, putting their much more vital, squishy bits right next to all of the subsequent explosions.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The final grenade launcher added in the 10th alpha of Update #52 is the [[Sturmpistole]], a WW2-era German experiment in converting the [[Leuchtpistole]] flare gun into a grenade launcher.&lt;br /&gt;
[[File:Sturmpistole.jpg|thumb|none|450px|Sturmpistole - 26.65mm / 23mm]]&lt;br /&gt;
[[File:H3VR Sturmpistole.jpg|thumb|none|600px|The Sturmpistole in all of its confounding glory.]]&lt;br /&gt;
[[File:H3VR Sturmpistole Muzzle.jpg|thumb|none|600px|A closeup of the muzzle, which shows off the rifled bore insert.]]&lt;br /&gt;
[[File:H3VR Sturmpistole Loading.jpg|thumb|none|600px|Loading a Panzerwurfkörper 42 LP grenade round into the aforementioned muzzle.]]&lt;br /&gt;
[[File:H3VR Sturmpistole Cocking.jpg|thumb|none|600px|Cocking back the hammer, while trying as hard as possible to ignore how utterly ridiculous this device looks.]]&lt;br /&gt;
[[File:H3VR Sturmpistole Pointing.jpg|thumb|none|600px|Leveling the Sturmpistole at the indoor range's back wall...]]&lt;br /&gt;
[[File:H3VR Sturmpistole Firing.jpg|thumb|none|600px|...and sending the grenade on its (rather leisurely) way.]]&lt;br /&gt;
[[File:H3VR Sturmpistole Aiming.jpg|thumb|none|600px|Between the grenades' low velocity and the rather small, short-radiused sights, long-range hits on point targets are quite the achievement indeed. But hey, that just makes them all the more satisfying.]]&lt;br /&gt;
&lt;br /&gt;
Click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|here]] to return to the main index page, or click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades/Unusable/NPC Weapons|here]] to view the game's unusable/NPC weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Subpages of Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1638731</id>
		<title>Mafia III</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1638731"/>
		<updated>2023-12-28T23:01:11Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''Mafia III''&lt;br /&gt;
|picture =  Mafia III logo temp.jpg&lt;br /&gt;
|caption =  ''Cover Art''&lt;br /&gt;
|series= [[Mafia (disambiguation)|''Mafia'']]&lt;br /&gt;
|date= October 7th, 2016&lt;br /&gt;
|developer=Hangar 13&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=2K Games&lt;br /&gt;
|genre=Action-adventure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Mafia III''''' is an open-world action-adventure video game, and a sequel to ''[[Mafia II]]''. It is developed by Hangar 13 and published by 2K Games, and was released in October 2016 for the PC, Xbox One and PlayStation 4.&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;
=Overview=&lt;br /&gt;
Unlike Vito in ''[[Mafia II]]'' and his hammerspace inventory, the inventory system returns to a limited space inventory, with only one long gun and one smaller weapon able to be carried at a time, like the first ''Mafia'' game. This inventory system returns in the subsequent game, ''[[Mafia: Definitive Edition]]''.&lt;br /&gt;
&lt;br /&gt;
Ammo has also been simplified as while a handful of weapons use their own ammo, most weapons now share ammo in certain internal &amp;quot;categories&amp;quot; such as all non-revolver handguns sharing ammo, revolvers having their own ammo type, all rifles (from the M1 Carbine to the SVT-40) and all submachine/assault rifles guns sharing ammo. (The decision to have submachine guns and assault rifles share ammo being especially odd.)&lt;br /&gt;
&lt;br /&gt;
An odd choice for this installment is that the weaponry of the New Bordeaux Police Department will vanish upon the death or incapacitation of the officer, making this the only entry where police weapons vanish, presumably to discourage rampages.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==AMP Auto Mag Model 180==&lt;br /&gt;
The [[AMC Auto Mag Pistol|AMP Auto Mag Model 180]] appears as the &amp;quot;Clipper .44&amp;quot; and is rewarded by Thomas Burke for the third racket takeover. It is mildly anachronistic for the game's late 1960s setting, as AMT didn't begin producing AutoMags until 1970. Oddly, the gun's icon in the UI is a [[Wildey Magnum]]. &lt;br /&gt;
[[file:HiStandard44AutomagMod180.jpg|thumb|350px|none|AMP Auto Mag Model 180 - .44 AMP]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 holding.jpg|thumb|none|600px|Lincoln takes his shiny new Auto Mag out for a spin for one of Vito's side missions.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 aim.jpg|thumb|none|600px|Before aiming it out into the bayou at passing gators.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 1.jpg|thumb|none|600px|Before dropping a mag.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 world.jpg|thumb|none|600px|Lincoln threatens his Auto Mag with his Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 70 (unusable)==&lt;br /&gt;
A [[Beretta Model 70]] is held by a Playmate model on the cover of the November 1965 issue of Playboy, which can be collected in-game.&lt;br /&gt;
[[Image:BerettaModel70.jpg|thumb|none|350px|Beretta Model 70 - .32 ACP]]&lt;br /&gt;
[[file:Mafia III playboy.jpg|thumb|none|600px|The cover for this interesting piece of literature, featuring the beautiful Pat Russo holding an equally beautiful Beretta Model 70.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is available for use in the game as the &amp;quot;Elling 9mm&amp;quot; and used heavily by mobsters in Tickfaw Harbor, Downtown, and Barclay Mills.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning hp holding.jpg|thumb|none|600px|Lincoln glowers at the screen and gives us a close look at his Hi-Power.]]&lt;br /&gt;
[[file:Mafia3 Browning hp aim.jpg|thumb|none|600px|Lincoln aims the Hi-Power at a menacing crate.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 1.jpg|thumb|none|600px|Having given the crate a 9mm penny for its thoughts, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 3.jpg|thumb|none|600px|And racking the slide letting us see the barrel.]]&lt;br /&gt;
[[file:Mafia3 Browning hp world.jpg|thumb|none|600px|While wandering some dock yards, Lincoln stumbles on a Hi-Power all alone.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Commander (not usable)==&lt;br /&gt;
Donovan uses what appears to be a [[Colt Commander]] with a suppressor in the main game final cutscene. This pistol is, like the Tokarev, not player-usable.&lt;br /&gt;
[[Image:ColtCombatCommander.jpg‎|thumb|none|350px|Colt Combat Commander - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of many available handguns in ''Mafia III'', known as the &amp;quot;Masterson Pistol&amp;quot;. There are two silenced variants in-game, the first being the &amp;quot;Silenced Masterson&amp;quot; which is given as a favor from Vito Scaletta during his first racket takeover. The second is &amp;quot;Silentium&amp;quot;, which is the same stat wise as the normal silenced M1911 but with fancy engraving that comes with the &amp;quot;Judge, Jury &amp;amp; Executioner&amp;quot; weapon pack DLC. No matter what pistol Lincoln is carrying, during cut scenes he will be seen with the M1911.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 holding.jpg|thumb|none|600px|Lincoln hides at a local dock union with his M1911.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 aim.jpg|thumb|none|600px|Lincoln aims the Colt M1911A1, revealing that the hammer is down which would render the gun unable to fire. All of the in-game semi auto handguns are rendered as DAO.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 1.jpg|thumb|none|600px|Lincoln reloads with a mag drop clipping through his hand.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 2.jpg|thumb|none|600px|A fresh mag.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 3.jpg|thumb|none|600px|Before racking the slide, revealing that despite the hammer issue, it has a fully rendered barrel. Most of the other semi auto handguns have rendered barrels.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 world.jpg|thumb|none|600px|Lincoln has the Hi-Power finish off its ancestor M1911.]]&lt;br /&gt;
===Colt M1911A1 with Suppressor===&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd holding.jpg|thumb|none|600px|Lincoln gets sneaky with his suppressed M1911.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd aim.jpg|thumb|none|600px|Before aiming at some dastardly brickwork.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 1.jpg|thumb|none|600px|Having threatened the masonry with quiet .45 ACP, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd world.jpg|thumb|none|600px|While doing a side mission for Burke, Lincoln finds a discarded suppressed M1911.]]&lt;br /&gt;
===Silentium===&lt;br /&gt;
[[file:Mafia3Silentium.jpg|thumb|none|600px|Lincoln aims the Silentium at Grecco, thanks for the ''Definitive Edition'' making all DLC free.]]&lt;br /&gt;
[[file:Mafia3Silentiumreload.jpg|thumb|none|600px|Having used the Silentium for its clearly intended purpose of shootouts in the middle of the street, Lincoln reloads it.]]&lt;br /&gt;
[[file:Mafia3Silentiumworld.jpg|thumb|none|600px|A Silentium on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Known as the &amp;quot;Masterson Phoenix&amp;quot;, Lincoln Clay and late game mobsters make use of the [[Colt Python]] throughout the game. A special skinned copy is available for My2K users known as &amp;quot;Il Duca&amp;quot; (The Duke in Italian).&lt;br /&gt;
[[File:Pythontar.jpg|thumb|none|350px|Colt Python with 8&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python holding.jpg|thumb|none|600px|Lincoln sneaks around with his Python]]&lt;br /&gt;
[[file:Mafia3 Colt Python aim.jpg|thumb|none|600px|Lincoln aims the Python at passing cars.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 1.jpg|thumb|none|600px|Lincoln reloads the Python by dramatically going for the cylinder release.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 2.jpg|thumb|none|600px|Dumping spent rounds.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 3.jpg|thumb|none|600px|And filling it with a speedloader full of .357 Magnum.]]&lt;br /&gt;
[[file:Mafia3 Colt Python world.jpg|thumb|none|600px|Lincoln threatens his Python for suddenly becoming shiny.]]&lt;br /&gt;
===Scoped Colt Python===&lt;br /&gt;
The scoped Python is rewarded as a favor from Vito Scaletta during the third racket takeover.&lt;br /&gt;
[[File:Colt Python scoped.jpg|thumb|350px|none|Colt Python Silhouette with 8 inch barrel, including factory scope - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta holding.jpg|thumb|none|600px|Lincoln holds the scoped Python, now with a nickel finish.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 1.jpg|thumb|none|600px|Lincoln aims the scoped Python at some dastardly wood.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 2.jpg|thumb|none|600px|The scope view, reusing the same scope reticle as all the other scoped rifles in-game.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 1.jpg|thumb|none|600px|Lincoln reloads his Scoped Python in the same way as the other, dramatic flick.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 2.jpg|thumb|none|600px|Dumping spent cases.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 3.jpg|thumb|none|600px|And a fresh speedloader.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta world.jpg|thumb|none|600px|This time Lincoln questions his Python for actually being shiny.]]&lt;br /&gt;
===Il Duca===&lt;br /&gt;
[[file:Mafia3IlDuca.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Il Duca&amp;quot;]]&lt;br /&gt;
[[file:Mafia3IlDucareload.jpg|thumb|none|600px|Lincoln reloads the &amp;quot;Il Duca&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3IlDucaground.jpg|thumb|none|600px|The &amp;quot;Il Duca&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Diana 5G Air Pistol==&lt;br /&gt;
An air pistol resembling a [[Air Guns|Diana 5G Air Pistol]] is found in-game as the &amp;quot;Dormer B128&amp;quot;, used as a tranquilizer gun for Bounty Hunting missions added in the ''Stones Unturned'' DLC.&lt;br /&gt;
[[Image:Diana 5G.jpg|thumb|none|400px|Diana 5G Air Pistol]]&lt;br /&gt;
[[file:Mafia3 DartGun hold.jpg|thumb|none|600px|Lincoln gets to sneaking in the least subtle outfit known to man, with his trusty Diana 5G to tag and bag anyone who sees him.]]&lt;br /&gt;
[[file:Mafia3 DartGun aim.jpg|thumb|none|600px|Lincoln aims the Dormer B128 at a menacing sidewalk.]]&lt;br /&gt;
[[file:Mafia3 DartGun rel 1.jpg|thumb|none|600px|Reloading the &amp;quot;Dormer&amp;quot; by cracking open the barrel...]]&lt;br /&gt;
[[file:Mafia3 DartGun rel 2.jpg|thumb|none|600px|And stuffing a dart in the pipe.]]&lt;br /&gt;
[[file:Mafia3 DartGun world.jpg|thumb|none|600px|Lincoln threatens the Dormer, convincing it to talk falsely now.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard HDM==&lt;br /&gt;
The [[High Standard HDM]] is usable throughout the game as the &amp;quot;Silenced Deacon .22&amp;quot; after unlocking a turf for Thomas Burke.  It has an integral suppressor, allowing for more stealthy gunplay.&lt;br /&gt;
[[File:Hi-Standard-HD-Silenced.jpg|thumb|none|350px|High Standard HDM with integrated silencer - .22 LR]] &lt;br /&gt;
[[file:Mafia3 High Standard HDM holding.jpg|thumb|none|600px|Lincoln holds the HDM while doing some sneaky business.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM aim.jpg|thumb|none|600px|Before threatening the road with it.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 1.jpg|thumb|none|600px|Having terrified the asphalt, he drops his mag.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 2.jpg|thumb|none|600px|Inserts a new one.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 3.jpg|thumb|none|600px|And racks the slide.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM world.jpg|thumb|none|600px|Before executing it for knowing too much.]]&lt;br /&gt;
&lt;br /&gt;
==MAB PAP F1==&lt;br /&gt;
The [[MAB PA-15|MAB PAP F1]] appears as the &amp;quot;Blackburn FAF-33&amp;quot; as the highest tier semi-auto handgun, commonly used by mobsters in the late game areas of the French Ward, Frisco Fields, and Southdowns. One is found near the M60 at the Federal Bank during  the prologue.&lt;br /&gt;
[[File:MAB-PAP-F1.jpg|thumb|none|350px|MAB PAP F1 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 unknown pistol holding.jpg|thumb|none|600px|Lincoln sneaks into his old bar with his F1, nicely modeled for a rare pistol.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol aim.jpg|thumb|none|600px|Lincoln aims the MAB PAP F1 in the same vague direction of a dead man.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 1.jpg|thumb|none|600px|Not letting the dead get to him, Lincoln drops the mag.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 2.jpg|thumb|none|600px|Inserts a new one.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 3.jpg|thumb|none|600px|Lincoln reloads the MAB PAP F1, revealing that some dastardly mobster has stolen his barrel and his hands keep clipping into the gun.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol world.jpg|thumb|none|600px|Lincoln looks down on the F1 while on a dock.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 39==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 39]] is known in-game as the &amp;quot;Alfredsson M419&amp;quot;. It's given free when the arms dealer van becomes available and very commonly used by enemy mobsters in areas such as Delray Hollow, Pointe Verdun, and River Row, and by the Federal Bank guards in the prologue.&lt;br /&gt;
[[File:S&amp;amp;W39.jpg|thumb|none|350px|Smith &amp;amp; Wesson 39 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power holding.jpg|thumb|none|600px|Lincoln clears a dock used for Cassandra's side missions with his Model 39.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power aim.jpg|thumb|none|600px|Before aiming it at some distant gators.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 1.jpg|thumb|none|600px|Having proven himself safe from alligators, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 2.jpg|thumb|none|600px|Grabbing a new one.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power world.jpg|thumb|none|600px|Before looking down on it and it's weirdly shiny trigger and hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 19]] appears in-game as the &amp;quot;Alfredsson M200&amp;quot;, the standard sidearm of New Bordeaux's Police Department and an uncommon sight with mobsters. The M200 does only 38% damage per shot, compared to the Phoenix's 47%, implying that the former is used with .38 and the latter with .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
It is also seen in a cutscene, held by Alma as she checks the cylinder.&lt;br /&gt;
[[file:Smith&amp;amp;Wesson-Model-19.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 19 - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 revolver 1 holding.jpg|thumb|none|600px|Lincoln holds the Smith &amp;amp; Wesson Model 19, ignoring the fact that his HUD claims it's a [[Ruger Blackhawk]].]]&lt;br /&gt;
[[file:Mafia3 revolver 1 aim.jpg|thumb|none|600px|Not letting the pictures getting to him, he aims at a far away barrel.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 1.jpg|thumb|none|600px|He reloads it by popping the spent shells out.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 2.jpg|thumb|none|600px|Letting em rain.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 3.jpg|thumb|none|600px|Before stuffing it with a speed loader.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 world.jpg|thumb|none|600px|Lincoln looks down on a discarded Model 19.]]&lt;br /&gt;
[[file:Mafia III alma revolver.jpg|thumb|none|600px|Alma looks down the sights of her Model 19. Note the swung-out cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33 (unusable)==&lt;br /&gt;
Connor Aldridge uses a pre-1947 [[Tokarev TT-33]] with an aftermarket and anachronistic muzzle brake in the ''Stones Unturned'' DLC as his sidearm of choice. The pistol is unusable by the player.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[Image:Wz48 compensator.jpg|thumb|none|350px|Polish M48 pistol with a compensator.]]&lt;br /&gt;
[[Image:Mafiaiii tt33.jpg|thumb|none|600px|Aldridge holds his custom TT-33 on a hostage, trying to remain threatening even with the hammer up on a single-action only pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns, when hip-fired, play a pump racking sound after each shot, even including the lever action 1887, break action Lupara and the semi-auto 1100.&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] with a riot-length barrel and pistol grip appears in-game as the &amp;quot;Cornell 40&amp;quot;, used by mid-game mobsters.&lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|400px|Ithaca Model 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 holding.jpg|thumb|none|600px|Lincoln prepares to breach the old bar with his Ithaca 37.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 aim.jpg|thumb|none|600px|Lincoln aims the Ithaca 37, although [[Aliens#Ithaca_37_.28Shorty_Custom.29|it's best for close encounters]].]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 1.jpg|thumb|none|600px|Sending a shell down range and launching a shell magically from the side.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 2.jpg|thumb|none|600px|Not questioning how he broke the mechanics of the Ithaca 37 to do that, Lincoln just stuffs shells into the tube.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 3.jpg|thumb|none|600px|Before closing it.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 world.jpg|thumb|none|600px|Lincoln looks down on the Ithaca 37.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] with an extended magazine tube appears as &amp;quot;Riot 550&amp;quot; and used by late-game mobsters.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 holding.jpg|thumb|none|600px|Lincoln gets up close and personal with his 500.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 aim.jpg|thumb|none|600px|Aiming his weirdly shiny boomstick, vaguely familiar to a 500 Mariner which would be anachronistic for the game's ~1968 setting.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 1.jpg|thumb|none|600px|Firing reveals, voila! A working bolt that moves when the pump is racked.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 2.jpg|thumb|none|600px|Having found his gun works, Lincoln tops his shotgun off.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 3.jpg|thumb|none|600px|Before closing the gun up for more work.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 world.jpg|thumb|none|600px|Lincoln uses his shotgun to interrogate another shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A &amp;quot;Barker 390&amp;quot; pump-action shotgun can be used and is commonly found with low level mobsters. It appears to be a [[Remington 870]], and not the Mossberg 500AT some have claimed it to be, by the rounded trigger guard and the shorter magazine cap.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|450px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]] &lt;br /&gt;
[[file:Mafia3 Remington 870 holding.jpg|thumb|none|600px|Lincoln takes his newfound 870 out for a spin.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 aim.jpg|thumb|none|600px|Lincoln aims the 870 at some dead mobsters.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 1.jpg|thumb|none|600px|Firing it reveals that the bolt and pumps do actually move.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 2.jpg|thumb|none|600px|Satisfied with sweeping some mafia goons away, Lincoln tops the gun off.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 3.jpg|thumb|none|600px|Before racking the pump.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 world.jpg|thumb|none|600px|Lincoln looks at a dropped 870, wondering why the gun is grey and blue at the same time.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1100==&lt;br /&gt;
The [[Remington Model 1100]] appears as the &amp;quot;Barker 1500 Tactical&amp;quot;, given as a favor by Cassandra during the fifth racket takeover.&lt;br /&gt;
[[File:1100 classicfield-1-.jpg|thumb|none|450px|Remington Model 1100 - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 holding.jpg|thumb|none|600px|Lincoln prepares to breach and clear with his new 1100.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 aim.jpg|thumb|none|600px|Lincoln aims his 1100, marveling at its slightly too large charging handle that wouldn't actually allow the shotgun to properly cycle.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 1.jpg|thumb|none|600px|Reloading by stuffing a shell in the tube.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 2.jpg|thumb|none|600px|Stuffing another one in.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 3.jpg|thumb|none|600px|And underhand racking of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 world.jpg|thumb|none|600px|Lincoln stares at the dropped shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-off double barrel shotgun==&lt;br /&gt;
The classic [[Sawed-off Double Barrel Shotgun|Lupara]] appears in-game as the &amp;quot;Lupara&amp;quot; as one of the two sidearm shotguns.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|400px|Remington Spartan sawed off shotgun - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun holding.jpg|thumb|none|600px|Lincoln plays with his Lupara at the local dock union.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun aim.jpg|thumb|none|600px|Before threatening the local pipes with it.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 1.jpg|thumb|none|600px|Having blown them away, he breaks the gun open and spits out two shells.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 2.jpg|thumb|none|600px|Before loading one.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 3.jpg|thumb|none|600px|And the other.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun world.jpg|thumb|none|600px|Lincoln aims down at a former mafioso owned Lupara.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Barker 390 (Gator Skin)&amp;quot;==&lt;br /&gt;
Supposedly a customized variant of the &amp;quot;Barker 390&amp;quot; (Remington 870) shotgun in the base game, the shotgun that comes with the Family Kickback Pack appears to be a mash-up of the in-game Remington 870 (receiver, magazine, and barrel) and Mossberg 500 (safety, triggerguard, and furniture). The result is vaguely reminiscent of the (anachronistic) [[Mossberg 590]].&lt;br /&gt;
[[Image:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special holding.jpg|thumb|none|600px|Lincoln sneaks around with his Gator gat.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special aim.jpg|thumb|none|600px|Aiming the Gator.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special world.jpg|thumb|none|600px|Lincoln uses his tactically camo'd bolt action to look upon the Gator, and see how it's more Mossberg than Remington.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A [[Winchester Model 1887]] resembling the configuration from ''[[Terminator 2]]'' is available for use in ''Mafia III'', and a rare sight with mid game mafia goons as a sidearm shotgun. Lincoln can flip-cock the gun in a manner similar to Arnold Schwarzenegger albeit with one thumb given the smaller lever loop. It appears as the &amp;quot;Elmwood 1925&amp;quot; with a special version with the Judge, Jury &amp;amp; Executioner Weapon Pack, the &amp;quot;Exterminatore&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|400px|Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 holding.jpg|thumb|none|600px|Lincoln prepares to fix the future in the past with his 1887.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 aim.jpg|thumb|none|600px|Lincoln aims the 1887 at Vito's long suffering restaurant.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 1.jpg|thumb|none|600px|Reloading by inserting a shell while cradling the gun in the open lever.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 2.jpg|thumb|none|600px|Popping a few more in.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 3.jpg|thumb|none|600px|Before closing the gun with a flick of a thumb.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 world.jpg|thumb|none|600px|Lincoln looks down at the 1887, noticing the normal lever loop.]]&lt;br /&gt;
===Exterminatore===&lt;br /&gt;
[[file:Mafia3Exterminatore.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Exterminatore&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Exterminatorereload.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Exterminatore&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Exterminatoreground.jpg|thumb|none|600px|The &amp;quot;Exterminatore&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta M12==&lt;br /&gt;
The [[Beretta M12]] appears in the game as &amp;quot;Carter M33-A&amp;quot;, rarely used by mid-game mafiosos.&lt;br /&gt;
[[File:Beretta M12.jpg|thumb|none|400px|Beretta M12 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 holding.jpg|thumb|none|600px|Lincoln watches the street with his M12.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 aim.jpg|thumb|none|600px|Lincoln aims the M12 at a distant street car.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 1.jpg|thumb|none|600px|Having poked it from far away, the reload begins with a mag removal.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 2.jpg|thumb|none|600px|Mag insertion.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 3.jpg|thumb|none|600px|And a rack of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 world.jpg|thumb|none|600px|While sneaking around a racket, Lincoln eyes up a dropped M12.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP54==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A3|Heckler &amp;amp; Koch MP54]] appears in-game, modeled on the very first MP5 prototype, the MP54. It appears in the game as &amp;quot;Deutsche M11B&amp;quot; and is acquired as a favor from Cassandra for the third racket takeover. While the MP54 isn't necessarily anachronistic, it was first adopted by the German Federal Police in 1966, which is two years prior to the game's setting, it's more or less anachronistic to see in the hands of random street thugs in 1968. The HUD icon wrongly displays the gun with folded stock and different muzzle.&lt;br /&gt;
[[file:H&amp;amp;K MP54.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP54, earliest prototype of the H&amp;amp;K MP5 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 holding.jpg|thumb|none|600px|Lincoln holds his MP54, enjoying his new toy.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 aim.jpg|thumb|none|600px|Before threatening the brick work.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 1.jpg|thumb|none|600px|Reloading begins by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 3.jpg|thumb|none|600px|And grabbing the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 world.jpg|thumb|none|600px|Lincoln uses his AK to question this space age German thing.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] appears in-game as the &amp;quot;Trench 1938&amp;quot; and used heavily by early game enemies. With the &amp;quot;Family Kick-back&amp;quot; pre-order pack, a special version of the M1A1 was included called the &amp;quot;Trench 1938 Drum&amp;quot; , having a vertical grip much like the earlier M1921 Thompsons, but still built into the M1A1-style forestock. In the cutscene for the mission &amp;quot;''Fish need to eat''&amp;quot;, Vito is seen using a M1A1, despite using an [[AKM]] in gameplay. Some M1A1s are also seen used by Hmong fighters in a stock footage scene.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson holding.jpg|thumb|none|600px|Lincoln holds the Thompson while hiding outside Sammy's Bar.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson aim.jpg|thumb|none|600px|Lincoln aims down the road.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 1.jpg|thumb|none|600px|Before removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson world.jpg|thumb|none|600px|While in the middle of a fight, Lincoln stares down at a dropped Thompson.]]&lt;br /&gt;
[[file:Mafia III hmong fighters.jpg|thumb|none|600px|The two supposed Hmong fighters in the middle can be seen using M1A1 Thompsons.]]&lt;br /&gt;
===M1A1 Thompson with a drum magazine===&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum holding.jpg|thumb|none|600px|Lincoln holds the Thompson while hiding at the Dock Union, note the fact that the animations aren't changed for the grip.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum aim.jpg|thumb|none|600px|Lincoln aims the Thompson, wondering how the drum fits at all, this is seemingly the only animation changed to actually account for the the foregrip. (Which even then, assumes it's not possibly re-used from another weapon.)]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 1.jpg|thumb|none|600px|Before dropping the drum.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 2.jpg|thumb|none|600px|Shoving a new one in, against all the mechanics of the Thompson's drum.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 3.jpg|thumb|none|600px|And yanking the bolt.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum world.jpg|thumb|none|600px|Lincoln uses his sidearm to put this poor mutated M1A1 out of its misery.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 &amp;quot;Grease Gun&amp;quot;]] appears as the &amp;quot;M1N8&amp;quot;, used primarily by mobsters in the mid-game.&lt;br /&gt;
[[file:M3_Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun holding.jpg|thumb|none|600px|Lincoln holds his Grease Gun while out in the Hollow.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun aim.jpg|thumb|none|600px|Lincoln aims the Grease Gun, revealing that its dust cover is closed, technically rendering it unable to fire.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 1.jpg|thumb|none|600px|Lincoln reloads by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun world.jpg|thumb|none|600px|Lincoln threatens one Grease Gun with another.]]&lt;br /&gt;
===OSS M3===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|OSS M3]] appears as the &amp;quot;Silenced M1N8&amp;quot;, offered by Cassandra in the first racket takeover as a favor, or purchased from the Arms Dealer after the first sitdown.&lt;br /&gt;
[[File:OSS M3 Greas Gun.jpg|thumb|none|450px|OSS M3 with suppressor attached - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd holding.jpg|thumb|none|600px|Lincoln takes his suppressed version for a whirl.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd aim.jpg|thumb|none|600px|Lincoln aims the Grease Gun down the block.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 1.jpg|thumb|none|600px|Before doing the standard move of removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 2.jpg|thumb|none|600px|Inserting the new one.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 3.jpg|thumb|none|600px|And racking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd world.jpg|thumb|none|600px|Lincoln looks down upon one Grease Gun with another.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears as the &amp;quot;Suppressed Mk 1020&amp;quot;, given to Lincoln during the ''Faster, Baby!'' DLC and available to purchase from the Arms Dealer after finishing the final mission.&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|400px|MAC-10 submachine gun with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 mac10 hold.jpg|thumb|none|600px|Hearing the winds cry Mary, Lincoln ducks for cover with his MAC-10.]]&lt;br /&gt;
[[file:Mafia3 mac10 aim.jpg|thumb|none|600px|Lincoln aims the MAC-10, with one hand.]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 1.jpg|thumb|none|600px|Reloading the MAC-10 by removing the empty mag...]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 2.jpg|thumb|none|600px|Inserting a new one...]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 3.jpg|thumb|none|600px|And locking the bolt back. Note it is actually modeled with an open bolt, which is a nice touch.]]&lt;br /&gt;
[[file:Mafia3 mac10 world.jpg|thumb|none|600px|Having been fooled by the UI image, Lincoln aims at his MAC-10 to make sure it isn't an anachronistic Cobray clone. Thankfully, it isn't. It's just weirdly big.]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in the game as the &amp;quot;Binya&amp;quot;, a late-game single handed SMG rarely wielded by mafiosos and in certain locations.&lt;br /&gt;
[[file:Uzi.jpg|thumb|450px|none|Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 uzi holding.jpg|thumb|none|600px|Lincoln holds his Uzi while running around an enemy racket.]]&lt;br /&gt;
[[file:Mafia3 uzi aim.jpg|thumb|none|600px|Lincoln aims the Uzi at a dead mafioso.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 1.jpg|thumb|none|600px|Before reloading by yanking the old mag out.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 2.jpg|thumb|none|600px|Putting the new one in.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 3.jpg|thumb|none|600px|And opening the bolt, revealing the Uzi is rendered with a moving bolt despite appearing as closed bolt in-game.]]&lt;br /&gt;
[[file:Mafia3 uzi world.jpg|thumb|none|600px|Lincoln gazes upon a dropped Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa._Vz.61_Skorpion#Sa._Vz._61_Skorpion|Sa. Vz.61 Skorpion]] appears in game as the &amp;quot;Czech Ver. Ba-65&amp;quot;, rarely used by mobsters in the early game and one of the first sidearm SMGs available for use.&lt;br /&gt;
The icon for the mission ''A .45 in the my hands'' also shows a vz.61 Skorpion. &lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion holding.jpg|thumb|none|600px|Lincoln sneaks around a racket with his Skorpion.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion aim.jpg|thumb|none|600px|Threatening the pipes with 20 rounds of .32 ACP.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 1.jpg|thumb|none|600px|After establishing dominance via .32, Lincoln reloads by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 2.jpg|thumb|none|600px|Stuffing a new one in.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 3.jpg|thumb|none|600px|And grabbing both charging handle nubs and giving them a yank.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion world.jpg|thumb|none|600px|While sneaking in a racket filled with enemies, Lincoln eyes up another Skorpion.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 76]] SMG appears in the game as the &amp;quot;Alfredsson M833&amp;quot; available from the Arms Dealer as a slower ROF alternative to the Thompson.&lt;br /&gt;
[[file:S&amp;amp;W_M76.jpg‎|thumb|450px|none|Smith &amp;amp; Wesson M76 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 holding.jpg|thumb|none|600px|Lincoln holds his 76 while hiding in the Hollow.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 aim.jpg|thumb|none|600px|Before aiming down the street at a nearby car.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 1.jpg|thumb|none|600px|Before removing the magazine.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 world.jpg|thumb|none|600px|Lincoln uses his Ithaca to do the talking to the S&amp;amp;W.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] appears in-game as the &amp;quot;Pasadena AR30&amp;quot; and serves as the automatic weapon of choice for late game mafia goons. It's a mixture of both AKM and AK-47 parts, such as an AK-47 pistol grip, slab-side handguard and milled receiver but an AKM front sight post, gas block and ribbed receiver cover. &lt;br /&gt;
&lt;br /&gt;
Is notably used by Vito Scaletta and Roman &amp;quot;The Butcher&amp;quot; Barbieri.&lt;br /&gt;
&lt;br /&gt;
A version painted black with tribal markings appears as the &amp;quot;Black Sacrament&amp;quot;, rewarded for completing the ''Signs Of The Times'' DLC.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[file:Mafia3 AK-47 holding.jpg|thumb|none|600px|Lincoln holds the AKM while sneaking around Vito's dockside restaurant.]]&lt;br /&gt;
[[file:Mafia3 AK-47 aim.jpg|thumb|none|600px|Lincoln aims the AKM, note the safety selector smack on safe.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 1.jpg|thumb|none|600px|That doesn't stop him from reloading by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 2.jpg|thumb|none|600px|Racking a new one in.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 3.jpg|thumb|none|600px|And doing the underhand technique 50 years before it'd be popular.]]&lt;br /&gt;
[[file:Mafia3 AK-47 world.jpg|thumb|none|600px|Lincoln gazes upon the AKM, giving us a good view of its weird kit bashing.]]&lt;br /&gt;
[[file:Mafia III akm butcher.jpg|thumb|none|600px|A close view of the Butcher's AKM. In the previous scene, he tried to shoot Lincoln, albeit failing, which ins't surprising considering the safety is on.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
The [[Colt M16A1]] appears in-game as the &amp;quot;Stromer .223&amp;quot; as a favor from Burke during the fifth racket takeover or in a CIA safehouse in the ''Stones Unturned'' DLC.&lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Mafia3 m16 holding.jpg|thumb|none|600px|Lincoln holds the M16A1 while running through the urban jungle.]]&lt;br /&gt;
[[file:Mafia3 m16 aim.jpg|thumb|none|600px|Lincoln aims the M16 at a menacing piece of asphalt.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 1.jpg|thumb|none|600px|Lincoln reloads the M16 by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 2.jpg|thumb|none|600px|Grabbing one off of his persons.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 3.jpg|thumb|none|600px|Before inserting a new one and presumably hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] appears as the &amp;quot;Hartmann .30&amp;quot; and is commonly used by mafia goons in the early game. It appears without a bayonet lug, common on early civilian pattern guns such as Universal Firearms carbines. A heavily embellished version comes with the Judge, Jury and Executioner Weapon Pack, known as the &amp;quot;Praecisione .30&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
One also appears in the hands of a Hmong fighter in stock footage.&lt;br /&gt;
[[File:AutoOrdM1Carbine.jpg|thumb|none|450px|The Modern Manufactured version of the M1 Carbine, with standard stock, from Auto-Ordnance (affiliated with Kahr Arms and Thompson Arms) - .30 Carbine]] &lt;br /&gt;
[[file:Mafia3 M1 Carbine holding.jpg|thumb|none|600px|Lincoln skulks in the Hollow with his other M1.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine aim.jpg|thumb|none|600px|Lincoln aims the M1 Carbine, revealing the Korean War pattern rear sight with no bayonet lug, a common sight for Universal carbines of the era.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 1.jpg|thumb|none|600px|Having just shot a random pedestrian, Lincoln reloads by yanking the mag out.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 2.jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 3.jpg|thumb|none|600px|And yanking the charging handle in an overhand technique.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine world.jpg|thumb|none|600px|Lincoln interrogates an M1 Carbine, letting us get a good look.]]&lt;br /&gt;
[[file:Mafia III hmong fighters.jpg|thumb|none|600px|One of the two Hmong fighters on the far left can be seen with an M1 Carbine.]]&lt;br /&gt;
===Praecisione .30===&lt;br /&gt;
[[file:Mafia3Praecisione.30aim.jpg|thumb|none|600px|Lincoln aiming his &amp;quot;Praecisione .30&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Praecisione.30reload.jpg|thumb|none|600px|Reloading the Praecisione .30&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Praecisione_.30.jpg|thumb|none|600px|Lincoln examines his &amp;quot;Praecisione .30&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
A [[M1 Garand]] appears in-game as the &amp;quot;Mayweather .30&amp;quot; and commonly found on mid-game NPCs. Oddly the weapons description claims it replaced the in-game M1 Carbine analogue, rather than having both serve side by side like in real life.&lt;br /&gt;
Some Garands are also seen used by US Army soldiers in stock footage during a cutscene explaining Father James's backstory.  &lt;br /&gt;
[[file:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[file:Mafia3 m1 garand holding.jpg|thumb|none|600px|Lincoln holds his M1 while skulking around Vito's restaurant.]]&lt;br /&gt;
[[file:Mafia3 m1 garand aim.jpg|thumb|none|600px|Lincoln aims the M1 at a heavily shot piece of wall.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 1.jpg|thumb|none|600px|Reloading the M1 by yanking the charging handle open in a slightly uncomfortable looking underhand move.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 2.jpg|thumb|none|600px|Grabbing a spent clip.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 3.jpg|thumb|none|600px|And stuffing it into the rifle to threaten his Kaiser Darrin (known as the De'Leo Kashmir in-game).]]&lt;br /&gt;
[[file:Mafia3 m1 garand world.jpg|thumb|none|600px|Lincoln uses his AK to interrogate the M1 about its magical disappearing sling.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as the &amp;quot;Automat SG&amp;quot; and is used by late-game mobsters although it does spawn in a few early game locations. It's notable for using its own separate ammo type, so you can only get ammo from other M14s with it. &lt;br /&gt;
&lt;br /&gt;
Despite not appearing in the game in any form, John Donovan mentions the XM21 semiautomatic variant by name in a mission dialogue.&lt;br /&gt;
[[file:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 M14 holding.jpg|thumb|none|600px|Lincoln holds the M14 while hiding around Sammy's Bar.]]&lt;br /&gt;
[[file:Mafia3 M14 aim.jpg|thumb|none|600px|Lincoln aims the M14 after shooting another random pedestrian.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 1.jpg|thumb|none|600px|After a job well done, he treats his M14 by taking the mag out with some good trigger discipline.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 3.jpg|thumb|none|600px|And racking the bolt.]]&lt;br /&gt;
[[file:Mafia3 M14 world.jpg|thumb|none|600px|After one too many crimes against passersby, Lincoln ditches his M14, letting us take a look at its magically disappearing sling.]]&lt;br /&gt;
===M14 with night vision sight===&lt;br /&gt;
An M14 fitted with a AN/PVS2 Starlight scope appears as a sniper rifle, the &amp;quot;Hawk 4540 Night Vision&amp;quot; as a favor from Vito for the fifth racket takeover.&lt;br /&gt;
[[file:Mafia3 m14 nvs holding.jpg|thumb|none|600px|Lincoln holds his sniper M14 after completing the favor.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 1.jpg|thumb|none|600px|Lincoln aims the M14 in normal iron sight mode.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 2.jpg|thumb|none|600px|Before switching to the sniper mode and remembering it's a night vision scope. This reticle is shared by all scoped weapons in-game.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 1.jpg|thumb|none|600px|Having just melted his retinas by peering down a night vision scope in the middle of a bright New Orleans afternoon, he decides that reloading is a good idea.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 2.jpg|thumb|none|600px|Rummaging for a new mag.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 3.jpg|thumb|none|600px|Before putting it in and giving the handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk III (unusable)==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk. III]] appears in stock footage in the hands of some Irish soldiers in a cutscene about Burke's backstory.&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee Enfield No.1 Mk III - .303 British]]&lt;br /&gt;
[[File:Mafia III lee enfield.jpg|thumb|none|600px|The Lee-Enfields being held by Irish soldiers during the Irish Civil War.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Springfield M1903A1==&lt;br /&gt;
The [[Springfield M1903A1]] appears in-game as the &amp;quot;Mayweather M04A3&amp;quot; and is commonly used by Racket Enforcers in the mid-game. &lt;br /&gt;
[[file:M1903A1Springfield.jpg|thumb|none|450px|Springfield M1903A1 - .30-06]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 holding.jpg|thumb|none|600px|Lincoln takes his new Springfield out for a test by Vito's place.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 1.jpg|thumb|none|600px|Lincoln aims the Springfield M1903A1 normally.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 2.jpg|thumb|none|600px|And with the scope, inaccurate for the M84 scope attached to the gun.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 1.jpg|thumb|none|600px|Despite that, Lincoln decides to feed it some fresh .30-06 by opening the bolt.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 3.jpg|thumb|none|600px|Feeding some rounds out of his pocket.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 2.jpg|thumb|none|600px|And closing it when he's done.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 world.jpg|thumb|none|600px|Lincoln stares at the scoped M1903A1 with his Model 70.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40|Tokarev SVT-40]] appears as the &amp;quot;Viper 55&amp;quot;, used by late game Racket Enforcers.&lt;br /&gt;
&lt;br /&gt;
Is notably used by Burke in the mission cutscene &amp;quot;Kill the Butcher&amp;quot;, albeit becoming an [[M14]] during gameplay and later becomes a [[Winchester Model 70]] in the ending cutscene of the mission.&lt;br /&gt;
[[File:SVT-40 Sniper.jpg|thumb|none|450px|Tokarev SVT-40 with PU sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 holding.jpg|thumb|none|600px|Lincoln sneaks onto a construction yard with his SVT.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 1.jpg|thumb|none|600px|Lincoln aims the SVT at his most powerful enemy yet, lumber.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 2.jpg|thumb|none|600px|The scope view, same overly elaborate reticle as before.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 1.jpg|thumb|none|600px|Having vanquished the foe with 7.62x54R, Lincoln reloads by yanking the mag out.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 2.jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 3.jpg|thumb|none|600px|Before tilting the gun over and yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 world.jpg|thumb|none|600px|The SVT on the ground, as Lincoln considers a weapon swap.]]&lt;br /&gt;
[[file:Mafia III svt burke.jpg|thumb|none|600px|A close view of Burke's SVT, as he readies the rifle.]]&lt;br /&gt;
[[file:Mafia III svt burke side.jpg|thumb|none|600px|A side view of Burke's SVT. Notice the PU scope]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in-game as the &amp;quot;Manitou Model 67&amp;quot; as the primary weapon of Racket Enforcers in the early game. A special version appears with camo wrapping with the Family Kickback DLC, fittingly named the &amp;quot;Camo Model 67&amp;quot;.&lt;br /&gt;
[[file:Pre64WinModel70.jpg|thumb|none|450px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 holding.jpg|thumb|none|600px|Lincoln holds the Model 70, having liberated it from its mafia-affiliated owner.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 1.jpg|thumb|none|600px|Lincoln aims at some menacing pipework with the Model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 2.jpg|thumb|none|600px|Before using the scope to watch over his car.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 1.jpg|thumb|none|600px|Having confirmed his car is safe, he reloads by opening the bolt.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 3.jpg|thumb|none|600px|Popping in some new rounds.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 2.jpg|thumb|none|600px|And closing the bolt.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 world.jpg|thumb|none|600px|Lincoln eyes up a randomly spawned Model 70.]]&lt;br /&gt;
[[file:Mafia III model 70 burke.jpg|thumb|none|600px|In this picture we can see the barrel of a Model 70 held by Burke, despite the fact that he was using a SVT-40 before.]]&lt;br /&gt;
===Winchester Model 70 Camo Version===&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special holding.jpg|thumb|none|600px|Lincoln sneaks with his tactically camo'd Model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special aim.jpg|thumb|none|600px|Lincoln aims his sneakily wrapped up rifle.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special world.jpg|thumb|none|600px|Looking it over with his handy Ithaca, the camo mostly consisting of tan and olive green straps.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2 Heavy Barrel==&lt;br /&gt;
The [[Browning M2 Heavy Barrel]] appears in the ''Stones Unturned'' DLC as part of mounted turrets found during the DLC's campaign. One can also be mounted to the Mohican Scout truck. In the base game, they can be seen mounted on M3 Half Tracks in stock footage during a cutscene explaining Father James's backstory.  &lt;br /&gt;
[[file:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[file:Mafia3 M2HB 1.jpg|thumb|none|600px|Having survived a gun fight, Lincoln eyes up a mounted M2.]]&lt;br /&gt;
[[file:Mafia3 M2HB 2.jpg|thumb|none|600px|Ignoring Donovan, he &amp;quot;takes aim&amp;quot; with the turret.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR (unusable)==&lt;br /&gt;
In a stock footage scene explaining John Donovan's activities in Southeast Asia, we can see a Hmong fighter holding a [[M1918A2 BAR]].&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px||M1918A2 Browning Automatic Rifle without carry handle - .30-06 Springfield]]&lt;br /&gt;
[[File:Mafia III hmong fighters.jpg|thumb|none|600px|The Hmong fighter on the right can be seen holding the M1918A2 BAR, with the variant being easily identified by the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60]] appears as the &amp;quot;Hartmann 7.62&amp;quot;, first used during the prologue robbery on the Federal Reserve and finally as a favor from Vito's for the final racket takeover. (though it can be used early during the &amp;quot;Stones Unturned&amp;quot; DLC.) &lt;br /&gt;
Being a &amp;quot;special&amp;quot; weapon, like the M14, it can only refill ammo from either the Arms Dealer or finding another M60.&lt;br /&gt;
[[file:M60GPMG.jpg|thumb|none|450px|M60 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 m60 holding.jpg|thumb|none|600px|Lincoln is reunited with an old friend from Vietnam.]]&lt;br /&gt;
[[file:Mafia3 m60 aim.jpg|thumb|none|600px|Lincoln aims his M60 at a particular piece of siding.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 1.jpg|thumb|none|600px|Reloading The Pig begins with a yank of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 2.jpg|thumb|none|600px|Opening the top cover...]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 3.jpg|thumb|none|600px|And seating a fresh belt.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade|M67 hand grenade]] appears in-game as the &amp;quot;Frag Grenade&amp;quot;, acquired with the first level of &amp;quot;IRA Bomber&amp;quot; and frequently dropped by mid to late game NPCs.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[file:Mafia3 M67 hand grenade 1.jpg|thumb|none|600px|Using a scope to stare at a M67 and a cash wad dropped by a dead mafioso.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 grenades==&lt;br /&gt;
One of the cutscene talking about Vito Scaletta shows a picture of him in the Army during WWII with an [[Mk 2 hand grenade]] affixed to his uniform, with the picture taken from ''[[Mafia II]]''.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|130px|none|Mk 2 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 charges appear in-game when Lincoln rigs up certain objects in enemy rackets to blow. Actual charges can be acquired after acquiring the second level of the &amp;quot;IRA Bomber&amp;quot; perk.&lt;br /&gt;
[[file:Mafia3 C4 1.jpg|thumb|none|600px|Lincoln points his F1 at a C4 block rigged on some filing cabinets.]]&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
Dynamite appears in certain black market shipments found in rackets in-game.&lt;br /&gt;
[[File:Dynamite bundle.jpg|thumb|none|500px|A bundle of German WWII-Era dynamite with fuse]]&lt;br /&gt;
[[file:Mafia3 dynamite.jpg|thumb|none|600px|Eyeing up some classic dynamite bundles in a crate.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Mine==&lt;br /&gt;
An unknown Mine was added with the ''Stones Unturned'' DLC.&lt;br /&gt;
[[file:Mafia3Mine.jpg|thumb|none|600px|The Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]] appears as the &amp;quot;GL KORSKY&amp;quot;, added with the ''Stones Unturned'' DLC.&lt;br /&gt;
[[file:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 China Lake hold.jpg|thumb|none|600px|Having cleaned out a bootlegger's shack for Burke, Jimi Clay takes cover with his China Lake.]]&lt;br /&gt;
[[file:Mafia3 China Lake aim.jpg|thumb|none|600px|Lincoln aims the China Lake, sharing the same crosshair as the later-mentioned M79.]]&lt;br /&gt;
[[file:Mafia3 China Lake rel 1.jpg|thumb|none|600px|Having opted to remove his car from existence, Lincoln sends a 40mm its way and racks the action.]]&lt;br /&gt;
[[file:Mafia3 China Lake rel 2.jpg|thumb|none|600px|Before stuffing another round into the tube.]]&lt;br /&gt;
[[file:Mafia3 China Lake world.jpg|thumb|none|600px|With his mode of transportation deleted, he takes the time to look at the rather shiny model of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==M72A1 LAW==&lt;br /&gt;
The [[M72 LAW]] appears as the &amp;quot;Hartmann AT-40&amp;quot; as Cassandra's final favor for the last racket in the game, although it does appear in the Royal Hotel before that.&lt;br /&gt;
[[file:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW holding.jpg|thumb|none|600px|Lincoln sneaks around Sammy's Bar with a very un-sneaky rocket launcher.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW aim.jpg|thumb|none|600px|Lincoln aims the M72A1 LAW down the block.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW world.jpg|thumb|none|600px|Before threatening the spent tube with his suppressed M1911.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW worldunarmed.jpg|thumb|none|600px|The Royal Hotel LAW laying on the ground.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW Rocket.jpg|thumb|none|600px|What appears to be the LAW's rocket appears in gun smuggling crates.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] appears as the &amp;quot;Hartmann HLP&amp;quot;, acquired through Burke's final favor for the last racket.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher holding.jpg|thumb|none|600px|Lincoln holds his new toy outside the old bar.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher aim.jpg|thumb|none|600px|Lincoln aims his M79, ready to wreak some havoc.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 1.jpg|thumb|none|600px|Reloading by yanking out the old shell.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 2.jpg|thumb|none|600px|Grabbing...]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 3.jpg|thumb|none|600px|And inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] appears as the &amp;quot;RPG KORSKY&amp;quot;, added with the ''Stones Unturned'' DLC. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:Mafia3 rpg7 hold.jpg|thumb|none|600px|Back in-town, Lincoln takes his final toy from the previous adventure out for a spin.]]&lt;br /&gt;
[[file:Mafia3 rpg7 aim.jpg|thumb|none|600px|Lincoln aims the RPG-7, for some reason gripping the middle of the tube.]]&lt;br /&gt;
[[file:Mafia3 rpg7 rel 1.jpg|thumb|none|600px|Not that it hampers his aim, as he grabs another PG-7VM rocket.]]&lt;br /&gt;
[[file:Mafia3 rpg7 rel 2.jpg|thumb|none|600px|And just stuffs it into the breech.]]&lt;br /&gt;
[[file:Mafia3 rpg7world.jpg|thumb|none|600px|RPG-7 on the ground, showing off its weirdly thin profile.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M5_Ejecting.jpg&amp;diff=1638601</id>
		<title>File:H3VR M5 Ejecting.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M5_Ejecting.jpg&amp;diff=1638601"/>
		<updated>2023-12-28T08:06:28Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M5_Locked.jpg&amp;diff=1638600</id>
		<title>File:H3VR M5 Locked.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M5_Locked.jpg&amp;diff=1638600"/>
		<updated>2023-12-28T08:06:14Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M5_Firing.jpg&amp;diff=1638599</id>
		<title>File:H3VR M5 Firing.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M5_Firing.jpg&amp;diff=1638599"/>
		<updated>2023-12-28T08:05:59Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M5_Aiming.jpg&amp;diff=1638598</id>
		<title>File:H3VR M5 Aiming.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M5_Aiming.jpg&amp;diff=1638598"/>
		<updated>2023-12-28T08:05:45Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M5_Racking.jpg&amp;diff=1638597</id>
		<title>File:H3VR M5 Racking.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M5_Racking.jpg&amp;diff=1638597"/>
		<updated>2023-12-28T08:05:30Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M5_Loading.jpg&amp;diff=1638596</id>
		<title>File:H3VR M5 Loading.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M5_Loading.jpg&amp;diff=1638596"/>
		<updated>2023-12-28T08:05:05Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M5_Right.jpg&amp;diff=1638595</id>
		<title>File:H3VR M5 Right.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M5_Right.jpg&amp;diff=1638595"/>
		<updated>2023-12-28T08:04:52Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M5_Left.jpg&amp;diff=1638594</id>
		<title>File:H3VR M5 Left.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M5_Left.jpg&amp;diff=1638594"/>
		<updated>2023-12-28T08:04:36Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Right.jpg&amp;diff=1638593</id>
		<title>File:H3VR M203A1 Right.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Right.jpg&amp;diff=1638593"/>
		<updated>2023-12-28T08:04:11Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Opening.jpg&amp;diff=1638592</id>
		<title>File:H3VR M203A1 Opening.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Opening.jpg&amp;diff=1638592"/>
		<updated>2023-12-28T08:04:05Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Mounting.jpg&amp;diff=1638591</id>
		<title>File:H3VR M203A1 Mounting.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Mounting.jpg&amp;diff=1638591"/>
		<updated>2023-12-28T08:03:57Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Mounted.jpg&amp;diff=1638590</id>
		<title>File:H3VR M203A1 Mounted.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Mounted.jpg&amp;diff=1638590"/>
		<updated>2023-12-28T08:03:43Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Loading.jpg&amp;diff=1638589</id>
		<title>File:H3VR M203A1 Loading.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Loading.jpg&amp;diff=1638589"/>
		<updated>2023-12-28T08:03:34Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Left.jpg&amp;diff=1638588</id>
		<title>File:H3VR M203A1 Left.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Left.jpg&amp;diff=1638588"/>
		<updated>2023-12-28T08:03:26Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Flash.jpg&amp;diff=1638587</id>
		<title>File:H3VR M203A1 Flash.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Flash.jpg&amp;diff=1638587"/>
		<updated>2023-12-28T08:03:17Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Firing.jpg&amp;diff=1638586</id>
		<title>File:H3VR M203A1 Firing.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Firing.jpg&amp;diff=1638586"/>
		<updated>2023-12-28T08:03:06Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Ejecting.jpg&amp;diff=1638585</id>
		<title>File:H3VR M203A1 Ejecting.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Ejecting.jpg&amp;diff=1638585"/>
		<updated>2023-12-28T08:02:59Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Closing.jpg&amp;diff=1638584</id>
		<title>File:H3VR M203A1 Closing.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Closing.jpg&amp;diff=1638584"/>
		<updated>2023-12-28T08:02:51Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Close.jpg&amp;diff=1638583</id>
		<title>File:H3VR M203A1 Close.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Close.jpg&amp;diff=1638583"/>
		<updated>2023-12-28T08:02:26Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Attacking.jpg&amp;diff=1638582</id>
		<title>File:H3VR M203A1 Attacking.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Attacking.jpg&amp;diff=1638582"/>
		<updated>2023-12-28T08:02:19Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Aiming.jpg&amp;diff=1638581</id>
		<title>File:H3VR M203A1 Aiming.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:H3VR_M203A1_Aiming.jpg&amp;diff=1638581"/>
		<updated>2023-12-28T08:02:13Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Judgmentofficernambu.jpg&amp;diff=1638547</id>
		<title>File:Judgmentofficernambu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Judgmentofficernambu.jpg&amp;diff=1638547"/>
		<updated>2023-12-28T01:30:23Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Lanoirecole1911back.jpg&amp;diff=1638546</id>
		<title>File:Lanoirecole1911back.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Lanoirecole1911back.jpg&amp;diff=1638546"/>
		<updated>2023-12-28T01:30:00Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Category:Shotgun&amp;diff=1638302</id>
		<title>Category:Shotgun</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Category:Shotgun&amp;diff=1638302"/>
		<updated>2023-12-27T04:57:06Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Automatic */ Nor, if it's a new gun for the site, this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you're creating a new page for a shotgun make sure to add '''&amp;lt;nowiki&amp;gt;[[Category:Gun]]&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;[[Category:Shotgun]]&amp;lt;/nowiki&amp;gt;''' to the page so that it will be listed here.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Pump-Action==&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;PUMP-ACTION SHOTGUNS&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px perrow=5&amp;gt;&lt;br /&gt;
Akkar Karatay Tactical.jpg|[[Akkar Karatay|Akkar Karatay Tactical]]&lt;br /&gt;
Shotgunr6.jpg|[[Armscor M30 Series Shotguns|Armscor M30 (Many Variants)]]&lt;br /&gt;
Atis Pump.jpg|[[Atis R.G. 700]]&lt;br /&gt;
IZh-81.jpg|[[Baikal IZh-81]] (Many Variants)&lt;br /&gt;
Mp133-1.jpg|[[Baikal MP-133]]&lt;br /&gt;
Benelli m3-1-.jpg|[[Benelli M3 Super 90]]&lt;br /&gt;
Nova.jpg|[[Benelli Nova]]&lt;br /&gt;
Benelli Supernova Tactical.jpg|[[Benelli Supernova Tactical]]&lt;br /&gt;
LTLX7000.jpg|[[Beretta LTLX7000]]&lt;br /&gt;
BerettaM3P.jpg|[[Beretta M3P]]&lt;br /&gt;
RS-200 Riot.jpg|[[Beretta Model RS-200]]&lt;br /&gt;
Beretta RS-202 M2.jpg|[[Beretta Model RS-202 M2]]&lt;br /&gt;
BrowningBPS.jpg|[[Browning BPS]]&lt;br /&gt;
SAP6.jpg|[[Dagger SAP6]]&lt;br /&gt;
Old Fabarm.jpg|[[Fabarm SDASS]]&lt;br /&gt;
Fabarm_Sdass_tactical_-1-.jpg‎|[[Fabarm SDASS|Fabarm SDASS Tactical (Many Variants)]]&lt;br /&gt;
Fabarm STF12 COMPACT.jpg|[[FABARM STF 12]]&lt;br /&gt;
FN-P-12.jpg|FN P-12&lt;br /&gt;
Fn tactical police-1-.jpg|[[FN Tactical Police]]&lt;br /&gt;
Fort-500 T.jpg|[[Fort-500 shotgun series|Fort-500]]&lt;br /&gt;
FranchiPA3.jpg|[[Franchi PA3]]&lt;br /&gt;
PA7.jpg|[[Franchi PA7]]&lt;br /&gt;
SAS-12.jpg|Franchi SAS-12&lt;br /&gt;
SPAS12.jpg|[[Franchi SPAS-12]]&lt;br /&gt;
Franchi spas15.jpg|[[Franchi SPAS-15]]&lt;br /&gt;
Photo pardnerpump youth.jpg|[[Harrington &amp;amp; Richardson Pardner Pump]]&lt;br /&gt;
HatsanEscortShotgun.jpg‎|[[Hatsan Escort Shotgun Series]]&lt;br /&gt;
HawkInterstateArms372.jpg|[[Hawk shotgun series]]&lt;br /&gt;
Hi-Standard-8113-Flite-King.jpg|[[High Standard Flite King Shotgun Series|High Standard Flite King]]&lt;br /&gt;
Hunt Group MH12.jpg|[[Hunt Group MH12]]&lt;br /&gt;
IthacaModel37.jpg|[[Ithaca 37]]&lt;br /&gt;
Stakeout-1-.jpg|[[Ithaca 37 &amp;quot;Stakeout&amp;quot;]]&lt;br /&gt;
Iron Horse Firearms Sentry 12.jpg|[[Iron Horse Firearms Sentry 12]]&lt;br /&gt;
SearsModel200.jpg|[[J.C. Higgins Shotgun Series]]&lt;br /&gt;
Kel-Tec KS7.jpg|[[Kel-Tec KS7]]&lt;br /&gt;
Kel-Tec KSG Shotgun Oleg Volk 1.jpg|[[Kel-Tec KSG]]&lt;br /&gt;
Masterkey02.jpg|[[Knight's Armament Masterkey]]&lt;br /&gt;
Ks23-1.jpg|[[KS-23]]&lt;br /&gt;
MagTech MT 586.jpg|[[MagTech MT 586]]&lt;br /&gt;
Mag7.jpg|[[MAG-7]]&lt;br /&gt;
Manufrance Rapid.jpg|[[Manufrance Rapid]]&lt;br /&gt;
M1_Shotgun_1982.jpg|Marchenko M1&lt;br /&gt;
Marlin Model 1898.jpg|[[Marlin Model 1898]]&lt;br /&gt;
Bekas 12m-1.jpg|[[Molot Bekas-M]]&lt;br /&gt;
MonolithP12.jpg|Monolith Arms P-12 (bottom)&lt;br /&gt;
Mossberg500.jpg|[[Mossberg 500|Mossberg 500 (Many Variants)]]&lt;br /&gt;
Mossberg500Cruiser.jpg|[[Mossberg 500 Cruiser|Mossberg Cruisers (Many Variants)]]&lt;br /&gt;
Mossberg835Ulti-MagDuckCommanderWaterfowl.jpg|[[Mossberg 835 Ulti-Mag]]&lt;br /&gt;
Neostead.jpg|[[NeoStead 2000]]&lt;br /&gt;
RMB-93.jpg|[[RMB-93]]&lt;br /&gt;
Remington Model 10.jpg|[[Remington Model 10]]&lt;br /&gt;
RemMod29.jpg|Remington Model 29&lt;br /&gt;
RemingtonModel31.jpg|[[Remington Model 31]]&lt;br /&gt;
Remington870BlackSynthetic.jpg|[[Remington 870|Remington 870 (Many Variants)]]&lt;br /&gt;
Remington-887-12GA.jpg|[[Remington Model 887]]&lt;br /&gt;
Musgrave pump.jpg|[[Republic Arms Musler]]&lt;br /&gt;
Savage 69RXL.jpg|Savage 69RXL&lt;br /&gt;
Super Shorty (870).jpg|[[Serbu Super Shorty]]&lt;br /&gt;
Smith-&amp;amp;-Wesson-916A-Shotgun.jpg|[[Smith &amp;amp; Wesson 916 Shotgun Series|Smith &amp;amp; Wesson 916]]&lt;br /&gt;
S&amp;amp;W3000shotgun.jpg|[[Smith &amp;amp; Wesson 3000 Shotgun|Smith &amp;amp; Wesson 3000]]&lt;br /&gt;
SpencerShotgun.jpg|[[Spencer 1882]]&lt;br /&gt;
Standard Manufacturing DP-12.jpg|[[Standard Manufacturing DP-12]]&lt;br /&gt;
Stevens520.jpg|[[Stevens Model 520]]&lt;br /&gt;
StevensModel620.jpg|[[Stevens Model 620]]&lt;br /&gt;
Savage-SpringfieldModel67.jpg|[[Stevens Model 67]]&lt;br /&gt;
StevensSavage350.jpg|[[Stevens / Savage Model 350]]&lt;br /&gt;
Toz194.jpg|[[TOZ-194]]&lt;br /&gt;
TaserX12.jpg|[[Taser X12]]&lt;br /&gt;
UTAS UTS-15.jpg|[[UTAS UTS-15]]&lt;br /&gt;
File:Valtro Pump.jpg|[[Valtro R05]]&lt;br /&gt;
Valtro-PM5.jpg|[[Valtro PM5 Shotgun|Valtro PM5]]&lt;br /&gt;
WeatherbyPA459.jpg|Weatherby PA 459 Tactical&lt;br /&gt;
Winchester 120.jpg|[[Winchester Model 120]]&lt;br /&gt;
Winchester1200Police.jpg|[[Winchester Model 1200|Winchester Model 1200 (Many Variants)]]&lt;br /&gt;
WinchesterModel1300Defender.jpg|[[Winchester Model 1300|Winchester Model 1300 (Many Variants)]]&lt;br /&gt;
WinchesterM1897.jpg|[[Winchester Model 1897|Winchester Model 1897 (Many Variants)]]&lt;br /&gt;
WinchesterModel12Riot.jpg|[[Winchester Model 1912|Winchester Model 1912 (Many Variants)]]&lt;br /&gt;
NORINCO YL12-1JZ.JPG|[[Ithaca 37#YL12-1JZ|YL12-1JZ]]&lt;br /&gt;
Zastava LP 12 PAS.jpg|[[Zastava LP 12 PAS]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Automatic==&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;SEMI-AUTO/FULL-AUTO SHOTGUNS&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px perrow=5&amp;gt;&lt;br /&gt;
AA12FullAutoShotGun.jpg|[[AA-12]]&lt;br /&gt;
Akdal Arms MKA 1919.jpg|[[Akdal Arms MKA 1919]]&lt;br /&gt;
Armalite AR-17.jpg|[[ArmaLite AR-17]]&lt;br /&gt;
Omni410.jpg|ATI Omni&lt;br /&gt;
Baikal MP-153-SYNTHETIC11.jpg|[[Baikal MP-153]]&lt;br /&gt;
Mp155 new 1.jpg|[[Baikal MP-155]]&lt;br /&gt;
MP-155K.jpg|[[Baikal MP-155K]]&lt;br /&gt;
M4 Tactical.jpg|[[Benelli M Series Super 90 Shotguns]]&lt;br /&gt;
Benelli 121.jpg|[[Benelli 121]]&lt;br /&gt;
Benelli Super Black Eagle 3.jpg|[[Benelli Super Black Eagle 3]]&lt;br /&gt;
BenelliVinci.jpg|[[Benelli Vinci]]&lt;br /&gt;
1201FP.jpg|[[Beretta 1201]]&lt;br /&gt;
Beretta 1301 Tactical.jpg|[[Beretta 1301]]&lt;br /&gt;
Beretta-A391 Extreme.jpg|Beretta A391&lt;br /&gt;
BerettaM3P.jpg|[[Beretta M3P]]&lt;br /&gt;
Tx4 Storm.jpg|[[Beretta Tx4 Storm]]&lt;br /&gt;
Black Aces Peacekeeper.jpg|Black Aces Tactical Peacekeeper&lt;br /&gt;
Browning B-2000.jpg|[[Browning 2000]]&lt;br /&gt;
BrowAut5.jpg|[[Browning Auto-5]]&lt;br /&gt;
Cosmi.jpg|Cosmi Deluxe Lusso&lt;br /&gt;
Anakon-ak-100-avtufegi1.jpg|[[Derya Anakon Semi Automatic Shotgun|Derya Anakon]]&lt;br /&gt;
Derya MK-10 VR 100.jpg|[[Derya MK-10]]&lt;br /&gt;
DeryaMk12.jpg|[[Derya MK-10|Derya MK-12]]&lt;br /&gt;
Fabarm PSS10.jpg|[[FABARM P.S.S.10]]&lt;br /&gt;
FABARM SAT 8 PRO TELESCOPIC.jpg|[[FABARM SAT 8]]&lt;br /&gt;
Fabarm XLR5 Velocity LR.jpg|[[FABARM XLR5]]&lt;br /&gt;
SLP Standard.jpg|[[FN SLP]]&lt;br /&gt;
Fostech Origin 12.jpg|[[Fostech Origin-12]]&lt;br /&gt;
Franchi48AL-Shotgun.jpg|Franchi 48 AL&lt;br /&gt;
Franchi LAW-12.jpg|[[Franchi LAW-12]]&lt;br /&gt;
SPAS12.jpg|[[Franchi SPAS-12]]&lt;br /&gt;
Franchi spas15.jpg|[[Franchi SPAS-15]]&lt;br /&gt;
Gen-12 SBM 10.jpg|[[Genesis Arms Gen-12]]&lt;br /&gt;
Hatsan Escort Semi-Auto.jpg|[[Hatsan Escort]]&lt;br /&gt;
Hawk-Semiauto.jpg|[[Hawk shotgun series#Hawk Semi-Auto|Hawk Semi-Auto]]&lt;br /&gt;
Hkcaws.jpg|[[Heckler &amp;amp; Koch CAWS]]&lt;br /&gt;
High standard 10 SHG.jpg|[[High Standard Model 10]]&lt;br /&gt;
Roadblocker a.jpg|[[Ithaca Mag-10 &amp;quot;RoadBlocker&amp;quot;]]&lt;br /&gt;
Tavor TS12.jpg|[[IWI Tavor TS12]]&lt;br /&gt;
Manufrance Perfex.jpg|[[Manufrance Perfex]]&lt;br /&gt;
MAUL Shotgun.jpg|[[Metal Storm Weapons#Metal Storm MAUL|Metal Storm MAUL]]&lt;br /&gt;
Mossberg 930.jpg|[[Mossberg 930]]&lt;br /&gt;
1411066 03 mossberg 12 gauge semi auto ri 640.jpg|[[Mossberg 5500]]&lt;br /&gt;
MC-21-12.jpg|[[MTs 21-12]]&lt;br /&gt;
Jackhammer.jpg|[[Pancor Jackhammer]]&lt;br /&gt;
Panzer Arms BP12.jpg|[[Panzer Arms BP12]]&lt;br /&gt;
Qbs-09.jpg|[[QBS-09]]&lt;br /&gt;
Remington 11-48.jpg|[[Remington Model 11-48]]&lt;br /&gt;
1187sportsman.jpg|[[Remington Model 11-87]]&lt;br /&gt;
Remington1100Tactical.jpg|[[Remington Model 1100|Remington Model 1100 (Many Variants)]]&lt;br /&gt;
Remington Model 58 Sportsman.jpg|[[Remington Model 58]]&lt;br /&gt;
SP-10.jpg|[[Remington Model SP-10]]&lt;br /&gt;
V3 TAC-13.jpg|[[Remington V3 TAC-13]]&lt;br /&gt;
VersaMax-Wood.jpg|[[Remington Versa Max]]&lt;br /&gt;
ROCK ISLAND ARMORY VRBP-100.jpg|[[Rock Island Armory VRBP-100]]&lt;br /&gt;
T-14Classic.jpg|Safir T-14&lt;br /&gt;
Saiga 12k-1.jpg|[[Saiga 12]]&lt;br /&gt;
Sjogren Inertia.jpg|[[Sjögren]]&lt;br /&gt;
SRM 1212.jpg|[[SRM Arms 1200 Series Shotguns|SRM Arms 1200 series]]&lt;br /&gt;
Standard Manufacturing SKO-12.jpg|[[Standard Manufacturing SKO-12]]&lt;br /&gt;
Stoeger Model 2000 Defense Steady Grip.jpg|[[Stoeger Model 2000]]&lt;br /&gt;
Tula TOZ 87.jpg|[[TOZ-87]]&lt;br /&gt;
Typhoon F12 Maxi.jpg|[[Typhoon F12]]&lt;br /&gt;
USAS12.jpg|[[USAS-12]]&lt;br /&gt;
UNG-12.jpg|[[Uzkon UNG-12]]&lt;br /&gt;
Vepr-12.jpg|[[Vepr-12]]&lt;br /&gt;
Walther shotgun.jpg|[[Walther automatic shotgun]]&lt;br /&gt;
Weatherby SA-08 Synthetic.jpg|[[Weatherby SA-08]]&lt;br /&gt;
WinchesterModel59.jpg|Winchester Model 59&lt;br /&gt;
Winchester Model 1400.jpg|Winchester Model 1400&lt;br /&gt;
Winchester Super X3.jpg|[[Winchester Super X3]]&lt;br /&gt;
SWATriplex-18.jpg|Winter SWATriplex-18&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Break-Action==&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;Break-Action Shotguns&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px perrow=5&amp;gt;&lt;br /&gt;
Dubeltowkaizh43emjg6.jpg|[[Baikal IZh-43]]&lt;br /&gt;
Baikal-IZH27-Shotgun.jpg|[[Baikal MP-27]] (aka IZh-27)&lt;br /&gt;
Beretta 470 Silver Hawk.jpg|[[Beretta 470 Silver Hawk]]&lt;br /&gt;
Beretta 682.jpg|[[Beretta 682]]&lt;br /&gt;
Blaser BBF97 Luxus.jpg|[[Blaser B95|Blaser BBF97]]&lt;br /&gt;
Blaser F3.jpg|[[Blaser F3]]&lt;br /&gt;
Defiance.jpg|[[California Arms Co Defiance]]&lt;br /&gt;
Colt Model 1878 Shotgun.jpg|[[Colt Model 1878]]&lt;br /&gt;
ChiappaTripleThreat.jpg|[[Chiappa Triple Threat]]&lt;br /&gt;
CZ-581.jpg|[[CZ-581]]&lt;br /&gt;
Derya TK-104.jpg|[[Derya TK-104]]&lt;br /&gt;
Generic Drilling.jpg|''Drilling'' combination gun&lt;br /&gt;
Exposed hammer German Drilling.jpg|''Drilling'' combination gun with exposed hammers&lt;br /&gt;
Dickson Triple Barrel.jpg|John Dickson &amp;amp; Son Triple Barrel&lt;br /&gt;
FIEBRUTE.jpg|FIE Brute&lt;br /&gt;
Snake Charmer shotgun.jpg|[[H. Koon Snake Charmer]]&lt;br /&gt;
H&amp;amp;R Handy Gun.jpg|[[Harrington &amp;amp; Richardson &amp;quot;Handy-Gun&amp;quot;]]&lt;br /&gt;
NewEnglandpardner.jpg|[[Harrington &amp;amp; Richardson Pardner]]&lt;br /&gt;
HenrySingleShotShotgun12Guage.jpg|[[Single barreled shotgun|Henry Single Shot Shotgun]]&lt;br /&gt;
H&amp;amp;HParadox.jpg|[[Holland &amp;amp; Holland Paradox]]&lt;br /&gt;
MA.jpg|[[Ithaca Auto &amp;amp; Burglar]]&lt;br /&gt;
IZhK-16-Gauge.jpg|[[Izhmekh IZh-K]]&lt;br /&gt;
IZh17.jpg|[[Izhmekh IZh-17]]&lt;br /&gt;
IZh-18EM-M.jpg|[[IZh-18|Izhmekh IZh-18]]&lt;br /&gt;
IZh-56-3.jpg|[[Izhmekh IZh-56]]&lt;br /&gt;
M30LuftwaffenDrilling.jpg|[[M30 Luftwaffe Drilling]]&lt;br /&gt;
M6 Survival Rifle.jpg|[[M6 Aircrew Survival Weapon]]&lt;br /&gt;
Maverick HS12.jpg|[[Mossberg HS12]]&lt;br /&gt;
MTs-8.jpg|[[MTs 8]]&lt;br /&gt;
OF-93.jpg|[[OF-93]]&lt;br /&gt;
RemingtonSPR210.jpg|[[Baikal IZh-43#Remington SPR 210 / SPR 220|Remington SPR 210]]&lt;br /&gt;
Sawed-off-shotgun-b.jpg|[[Rocky Mountain Arms Stakeout]]&lt;br /&gt;
RossiOverlandShortSBS.jpg|[[Rossi Overland]]&lt;br /&gt;
RS Olympia 72.jpg|Rottweil Skeet Olympia 72&lt;br /&gt;
RugerRedLabel12g.jpg|[[Red Label|Ruger Red Label]]&lt;br /&gt;
SK 1878 shotgun.jpg|[[SK 1878 shotgun|SK 1878]]&lt;br /&gt;
SP81HB.jpg|[[SP81|SP81 Flare Gun]] (Combat version, technically)&lt;br /&gt;
TX-12.jpg|[[Ten-X Ammunition TX-12 Special Task Weapon]]&lt;br /&gt;
TOZ Model B.jpg|[[TOZ Model B]]&lt;br /&gt;
TOZ-34.jpg|[[TOZ-34]]&lt;br /&gt;
TOZ-66.jpg|[[TOZ-66]]&lt;br /&gt;
TP-82.jpg|[[TP-82]]&lt;br /&gt;
Valmet Model 412.jpg|[[Valmet Model 412]]&lt;br /&gt;
Tremor8ga.jpg|[[William Moore &amp;amp; Co. Shotgun 8 ga.]]&lt;br /&gt;
WinchesterModel101.jpg|[[Winchester Model 101]]&lt;br /&gt;
WinchesterModel37.jpg|[[Winchester Model 37]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;Other Shotguns&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px perrow=5&amp;gt;&lt;br /&gt;
AlofsShotgun.jpg|The Alofs Repeating Shotgun mechanism&lt;br /&gt;
Striker.jpg|[[Armsel Striker and variants|Armsel Striker]]&lt;br /&gt;
Becker shotgun.jpg|[[Becker revolving shotgun]]&lt;br /&gt;
EnglishBlunderbuss1766.jpg|[[Blunderbuss]]&lt;br /&gt;
Browning A-Bolt 12Gauge.jpeg|[[Browning A-Bolt]]&lt;br /&gt;
CobrayTerminator.jpg|[[Cobray Terminator]]&lt;br /&gt;
Defender MkI.jpg|Colt Defender&lt;br /&gt;
Crye Precision SIX12 2016.jpg|[[Crye Precision SIX12]]&lt;br /&gt;
Enarm Pentagun short.jpg|[[ENARM Pentagun]]&lt;br /&gt;
Le Page Flintlock fowler.jpg|[[Flintlock Fowler]]&lt;br /&gt;
Mosin-Frolov Shotgun.jpg|[[Frolov Shotgun]]&lt;br /&gt;
GForce Arms Huckleberry.jpg|[[GForce Arms Huckleberry]]&lt;br /&gt;
H018G-410R.jpg|[[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]]&lt;br /&gt;
MossyboltshotgunModel396.jpg|Mossberg Model 395&lt;br /&gt;
M26 MASS 5 round.jpg|[[M26 Modular Accessory Shotgun System]]&lt;br /&gt;
MirokuMSS20.jpg|Miroku MSS-20&lt;br /&gt;
MTs255.jpg|[[MTs255]]&lt;br /&gt;
Murata Type 16 shotgun.jpg|[[Murata Rifle|Murata shotgun]]&lt;br /&gt;
PercussionDBS.jpg|[[Percussion Shotgun]]&lt;br /&gt;
Stevens124C.jpg|[[Stevens Model 124C]]&lt;br /&gt;
StevensModel58Boltactionshotgun.jpg|Stevens Model 58&lt;br /&gt;
TOZ-106.jpg|[[TOZ-106]]&lt;br /&gt;
TOZ-81_Mars.jpg|[[TOZ-81 Mars]]&lt;br /&gt;
Liberator MkII.jpg|[[Winchester Liberator]]&lt;br /&gt;
PaulNewmanShotgunActual.jpg|[[Winchester Model 1887]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Winchester_Model_1400.jpg&amp;diff=1638301</id>
		<title>File:Winchester Model 1400.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Winchester_Model_1400.jpg&amp;diff=1638301"/>
		<updated>2023-12-27T04:54:56Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Don't forget this bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gun Image]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Knight%27s_Armament_Revolver_Rifle&amp;diff=1638050</id>
		<title>Talk:Knight's Armament Revolver Rifle</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Knight%27s_Armament_Revolver_Rifle&amp;diff=1638050"/>
		<updated>2023-12-26T06:52:17Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Makes sense to put it here, I suppose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional Images=&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|thumb|none|450px|Airsoft replica KAC Revolver Rifle with custom wooden furniture - 6mm BB]]&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Behind the scenes info==&lt;br /&gt;
So, just in case anyone is curious, I have confirmed (through a source) that the Knight's Armament Rifle seen in many productions filmed in British Columbia is a mock-up built on a Ruger Super Redhawk (which, of course, is the same method used to create the production gun). I can also confirm that this rifle was built for the movie ''[[Another Stakeout]]'' in 1993 after the director requested it, but the armorers were unable to provide it. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 11:46, 2 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==Manufacturer==&lt;br /&gt;
Is this made by KAC? - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 02:36, 4 April 2012 (CDT)&lt;br /&gt;
:Said [http://www.gods-inc.de/macavity/IsleOfShadows/weapons/Castech/sr_Wr09.html here]. --[[User:Masterius|Masterius]] 04:57, 4 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, I saw that page too, just was not sure it is credible. The page title needs to be changed then. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 05:05, 4 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Author points out to the September 1992 issue of Soldier of Fortune magazine as the source of information, makes it verifiable at least. --[[User:Masterius|Masterius]] 05:19, 4 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
Just came across [http://www.silencertalk.com/forum/viewtopic.php?f=91&amp;amp;t=53839 this] forum thread while trying to confirm this and it has a post (3rd from the bottom) by C Reed Knight who is the founder of KAC who states &amp;quot;Some movie company made a copy for use on those shows. We had nothing to do with it. We were curious when we saw it on TV too&amp;quot;. This confirms that it was made by KAC, and that the one that has cropped up in a number of tv shows and movies is a mock up.  --[[User:Commando552|commando552]] 06:49, 4 April 2012 (CDT)&lt;br /&gt;
:But the picture on the page is the correct version, right? And what is the correct name: Revolver Rifle? Revolving Rifle? --[[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 07:06, 4 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::[http://i124.photobucket.com/albums/p22/StaceyC123/RevolverRifle-1.jpg Revolver Rifle]. --[[User:Masterius|Masterius]] 07:19, 4 April 2012 (CDT)&lt;br /&gt;
:::Yes the pic on the main page is the correct real life gun, and I think it is &amp;quot;Revolver Rifle&amp;quot;. I made it from the pic Masterius linked to by whiting out the background and filling in the bits of the stock that were missing (covered by tufts of grass I would guess).  --[[User:Commando552|commando552]] 08:53, 4 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Cartridge?==&lt;br /&gt;
I can't seem to find what actual cartridge this gun is chambered in.  [[User:Jeddostotle7|Jeddostotle7]]  8:27, 29 May 2012 (PST)&lt;br /&gt;
:It is a proprietary round. It is a .44 case with an aluminium piston inside, with a 145 grain .30 calibre bullet inside the piston. The piston has a rubber front face so when the gun is fired the piston moves forward a small amount and seals against the rear of the barrel meaning that no gas escapes from the front of the cylinder.  --[[User:Commando552|commando552]] 03:44, 30 May 2012 (CDT)&lt;br /&gt;
::Hm, that's interesting.  [[User:Jeddostotle7|Jeddostotle7]]  7:23, 30 May 2012 (PST)&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1637483</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1637483"/>
		<updated>2023-12-23T17:42:55Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Remington 1858 New Army */ Probably for balance reasons - the reload's kinda long as-is. Then again, it's a cap-and-ball revolver, so I don't know what else you'd expect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
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===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
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==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
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&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
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==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
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==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
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==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun. &lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time. ]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. &lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] appears as the &amp;quot;Redhawk 44&amp;quot;, firing .44 Magnum. It can equip a stock, called the &amp;quot;KAC Stock&amp;quot;, and the weapon is unlocked at rank 83.&lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1637481</id>
		<title>Mafia III</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1637481"/>
		<updated>2023-12-23T17:11:40Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Lee-Enfield No.1 Mk III (unusable) */ Bah.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Mafia III&lt;br /&gt;
|picture =  Mafia III logo temp.jpg&lt;br /&gt;
|caption =  Mafia III&lt;br /&gt;
|series= [[Mafia (disambiguation)|Mafia]]&lt;br /&gt;
|date= October 7th 2016&lt;br /&gt;
|developer=Hangar 13&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=2K Games&lt;br /&gt;
|genre=Action-adventure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Mafia III''''' is an open-world action-adventure video game, and a sequel to ''[[Mafia II]]''. It is developed by Hangar 13 and published by 2K Games, and was released in October 2016 for the PC, Xbox One and PlayStation 4.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms make an appearance in the video game ''Mafia III'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike Vito in ''[[Mafia II]]'' and his hammerspace inventory, the inventory system returns to a limited space inventory, with only one long gun and one smaller weapon able to be carried at a time, like the first ''Mafia'' game. This inventory system returns in the subsequent game, ''[[Mafia: Definitive Edition]]''.&lt;br /&gt;
&lt;br /&gt;
Ammo has also been simplified as while a handful of weapons use their own ammo, most weapons now share ammo in certain internal &amp;quot;catagories&amp;quot; such as all non-revolver handguns sharing ammo, revolvers having their own ammo types and all submachine guns sharing ammo. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==AMP Auto Mag Model 180==&lt;br /&gt;
The [[AMC Auto Mag Pistol|AMP Auto Mag Model 180]] appears as the &amp;quot;Clipper .44&amp;quot; and is rewarded by Thomas Burke for the third racket takeover. It is mildly anachronistic for the game's late 1960s setting, as AMT didn't begin producing AutoMags until 1970. Oddly, the gun's icon in the UI is a [[Wildey Magnum]]. &lt;br /&gt;
[[file:HiStandard44AutomagMod180.jpg|thumb|350px|none|AMP Auto Mag Model 180 - .44 AMP]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 holding.jpg|thumb|none|600px|Lincoln takes his shiny new Auto Mag out for a spin for one of Vito's side missions.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 aim.jpg|thumb|none|600px|Before aiming it out into the bayou at passing gators.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 1.jpg|thumb|none|600px|Before dropping a mag.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 world.jpg|thumb|none|600px|Lincoln threatens his Auto Mag with his Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 70 (unusable)==&lt;br /&gt;
A [[Beretta Model 70]] can be seen held by a Playmate woman on the cover of the November 1965 issue of Playboy, which can be collected in-game.&lt;br /&gt;
[[Image:BerettaModel70.jpg|thumb|none|350px|Beretta Model 70 - .32 ACP]]&lt;br /&gt;
[[file:Mafia III playboy.jpg|thumb|none|600px|The cover for this interesting place of literature, feature the beautiful Pat Russo holding an equally beautiful Beretta Model 70.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is available for use in the game as the &amp;quot;Elling 9mm&amp;quot; and used heavily by mobsters in Tickfaw Harbor, Downtown, and Barclay Mills. It can also be seen among other weapons in a stash from one of the promotional videos.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power .9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning hp holding.jpg|thumb|none|600px|Lincoln glowers at the screen and gives us a close look at his Hi-Power.]]&lt;br /&gt;
[[file:Mafia3 Browning hp aim.jpg|thumb|none|600px|Lincoln aims the Hi-Power at a menacing crate.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 1.jpg|thumb|none|600px|Having given the crate a 9mm penny for its thoughts, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 3.jpg|thumb|none|600px|And racking the slide letting us see the barrel.]]&lt;br /&gt;
[[file:Mafia3 Browning hp world.jpg|thumb|none|600px|While wandering some dock yards, Lincoln stumbles on a Hi-Power all alone.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Commander (not usable)==&lt;br /&gt;
Donovan uses what appears to be a [[Colt Commander]] with a suppressor in the main game final cutscene. This pistol is, like the Tokarev, not player-usable.&lt;br /&gt;
[[Image:ColtCombatCommander.jpg‎|thumb|none|350px|Colt Combat Commander - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of many available handguns in ''Mafia III'', known as the &amp;quot;Masterson Pistol&amp;quot;. There are two silenced variants in-game, the first being the &amp;quot;Silenced Masterson&amp;quot; which is given as a favor from Vito Scaletta during his first racket takeover. The second is &amp;quot;Silentium&amp;quot;, which is the same stat wise as the normal silenced M1911 but with fancy engraving that comes with the &amp;quot;Judge, Jury &amp;amp; Executioner&amp;quot; weapon pack DLC. No matter what pistol Lincoln is carrying, during cut scenes he will be seen with the 1911.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 holding.jpg|thumb|none|600px|Lincoln hides at a local dock union with his M1911.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 aim.jpg|thumb|none|600px|Lincoln aims the Colt M1911A1, revealing that the hammer is down which would render the gun unable to fire. All of the in-game semi auto handguns are rendered as DAO.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 1.jpg|thumb|none|600px|Lincoln reloads with a mag drop clipping through his hand.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 2.jpg|thumb|none|600px|A fresh mag.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 3.jpg|thumb|none|600px|Before racking the slide, revealing that despite the hammer issue, it has a fully rendered barrel. Most of the other semi auto handguns have rendered barrels.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 world.jpg|thumb|none|600px|Lincoln has the Hi-Power finish off its ancestor M1911.]]&lt;br /&gt;
===Colt M1911A1 with Suppressor===&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd holding.jpg|thumb|none|600px|Lincoln gets sneaky with his suppressed M1911.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd aim.jpg|thumb|none|600px|Before aiming at some dastardly brickwork.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 1.jpg|thumb|none|600px|Having threatened the masonry with quiet .45 ACP, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd world.jpg|thumb|none|600px|While doing a side mission for Burke, Lincoln finds a discarded suppressed M1911.]]&lt;br /&gt;
===Silentium===&lt;br /&gt;
[[file:Mafia3Silentium.jpg|thumb|none|600px|Lincoln aims the Silentium at Grecco, thanks to the Definitive Edition making all DLC free.]]&lt;br /&gt;
[[file:Mafia3Silentiumreload.jpg|thumb|none|600px|Having used the Silentium for it's clearly intended purpose of shootouts in the middle of the street, Lincoln reloads it.]]&lt;br /&gt;
[[file:Mafia3Silentiumworld.jpg|thumb|none|600px|A Silentium on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Known as the &amp;quot;Masterson Phoenix&amp;quot;. Lincoln Clay and late game mobsters make use of the [[Colt Python]] throughout the game. A special skinned copy is available for My2K users known as &amp;quot;Il Duca&amp;quot; (The Duke in Italian).&lt;br /&gt;
[[File:Pythontar.jpg|thumb|none|350px|Colt Python with 8&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python holding.jpg|thumb|none|600px|Lincoln sneaks around with his Python]]&lt;br /&gt;
[[file:Mafia3 Colt Python aim.jpg|thumb|none|600px|Lincoln aims the Python at passing cars.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 1.jpg|thumb|none|600px|Lincoln reloads the Python by dramatically going for the cylinder release.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 2.jpg|thumb|none|600px|Dumping spent rounds.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 3.jpg|thumb|none|600px|And filling it with a speedloader full of .357 Magnum.]]&lt;br /&gt;
[[file:Mafia3 Colt Python world.jpg|thumb|none|600px|Lincoln threatens his Python for suddenly becoming shiny.]]&lt;br /&gt;
===Scoped Colt Python===&lt;br /&gt;
The scoped Python is rewarded as a favor from Vito Scaletta during the third racket takeover.&lt;br /&gt;
[[File:Colt Python scoped.jpg|thumb|350px|none|Colt Python Silhouette with 8 inch barrel, including factory scope - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta holding.jpg|thumb|none|600px|Lincoln holds the scoped Python, now with a nickel finish.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 1.jpg|thumb|none|600px|Lincoln aims the scoped Python at some dastardly wood.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 2.jpg|thumb|none|600px|The scope view, reusing the same scope reticle as all the other scoped rifles in-game.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 1.jpg|thumb|none|600px|Lincoln reloads his Scoped Python in the same way as the other, dramatic flick.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 2.jpg|thumb|none|600px|Dumping spent cases.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 3.jpg|thumb|none|600px|And a fresh speedloader.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta world.jpg|thumb|none|600px|This time Lincoln questions his Python for actually being shiny.]]&lt;br /&gt;
===Il Duca===&lt;br /&gt;
[[file:Mafia3IlDuca.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Il Duca&amp;quot;]]&lt;br /&gt;
[[file:Mafia3IlDucareload.jpg|thumb|none|600px|Lincoln reloads the &amp;quot;Il Duca&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3IlDucaground.jpg|thumb|none|600px|The &amp;quot;Il Duca&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diana 5G Air Pistol==&lt;br /&gt;
An air pistol resembling a [[Air Guns|Diana 5G Air Pistol]] is found in-game as the &amp;quot;Dormer B128&amp;quot;, used as a tranquilizer gun for Bounty Hunting missions added in the ''Stones Unturned'' DLC.&lt;br /&gt;
[[Image:Diana 5G.jpg|thumb|none|400px|Diana 5G Air Pistol]]&lt;br /&gt;
[[file:Mafia3 DartGun hold.jpg|thumb|none|600px|Lincoln gets to sneaking in the least subtle outfit known to man, with his trusty Diana 5G to tag and bag anyone who sees him.]]&lt;br /&gt;
[[file:Mafia3 DartGun aim.jpg|thumb|none|600px|Lincoln aims the Dormer B128 at a menacing sidewalk.]]&lt;br /&gt;
[[file:Mafia3 DartGun rel 1.jpg|thumb|none|600px|Reloading the &amp;quot;Dormer&amp;quot; by cracking open the barrel...]]&lt;br /&gt;
[[file:Mafia3 DartGun rel 2.jpg|thumb|none|600px|And stuffing a dart in the pipe.]]&lt;br /&gt;
[[file:Mafia3 DartGun world.jpg|thumb|none|600px|Lincoln threatens the Dormer, convincing it to talk falsely now.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard HDM==&lt;br /&gt;
The [[High Standard HDM]] is usable throughout the game as the &amp;quot;Silenced Deacon .22&amp;quot; after unlocking a turf for Thomas Burke.  It has an integral suppressor, allowing for more stealthy gunplay.&lt;br /&gt;
[[File:Hi-Standard-HD-Silenced.jpg|thumb|none|350px|High Standard HDM with integrated silencer - .22 LR]] &lt;br /&gt;
[[file:Mafia3 High Standard HDM holding.jpg|thumb|none|600px|Lincoln holds the HDM while doing some sneaky business.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM aim.jpg|thumb|none|600px|Before threatening the road with it.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 1.jpg|thumb|none|600px|Having terrified the asphalt, he drops his mag.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 2.jpg|thumb|none|600px|Inserts a new one.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 3.jpg|thumb|none|600px|And racks the slide.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM world.jpg|thumb|none|600px|Before executing it for knowing too much.]]&lt;br /&gt;
&lt;br /&gt;
==MAB PAP F1==&lt;br /&gt;
The [[MAB PA-15|MAB PAP F1]] appears as the &amp;quot;Blackburn FAF-33&amp;quot; as the highest tier semi-auto handgun, commonly used by mobsters in the late game areas of the French Ward, Frisco Fields, and Southdowns. One is found near the M60 at the Federal Bank during  the prologue.&lt;br /&gt;
[[File:MAB-PAP-F1.jpg|thumb|none|350px|MAB PAP F1 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 unknown pistol holding.jpg|thumb|none|600px|Lincoln sneaks into his old bar with his F1, nicely modeled for a rare pistol.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol aim.jpg|thumb|none|600px|Lincoln aims the MAB PAP F1 in the same vague direction of a dead man.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 1.jpg|thumb|none|600px|Not letting the dead get to him, Lincoln drops the mag.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 2.jpg|thumb|none|600px|Inserts a new one.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 3.jpg|thumb|none|600px|Lincoln reloads the MAB PAP F1, revealing that some dastardly mobster has stolen his barrel and his hands keep clipping into the gun.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol world.jpg|thumb|none|600px|Lincoln looks down on the F1 while on a dock.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 39==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 39]] is known in-game as the &amp;quot;Alfredsson M419&amp;quot;. It's given free when the arms dealer van becomes available and very commonly used by enemy mobsters in areas such as Delray Hollow, Pointe Verdun, and River Row, and by the Federal Bank guards in the prologue.&lt;br /&gt;
[[File:S&amp;amp;W39.jpg|thumb|none|350px|Smith &amp;amp; Wesson 39 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power holding.jpg|thumb|none|600px|Lincoln clears a dock used for Cassandra's side missions with his Model 39.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power aim.jpg|thumb|none|600px|Before aiming it at some distant gators.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 1.jpg|thumb|none|600px|Having proven himself safe from alligators, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 2.jpg|thumb|none|600px|Grabbing a new one.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power world.jpg|thumb|none|600px|Before looking down on it and it's weirdly shiny trigger and hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 19]] appears in-game as the &amp;quot;Alfredsson M200&amp;quot;, the standard sidearm of New Bordeaux's Police Department and an uncommon sight with mobsters. The M200 does only 38% damage per shot, compared to the Phoenix's 47%, implying that the former is used with .38 and the latter with .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
It is also seen in a cutscene, held by Alma as she checks the cylinder.&lt;br /&gt;
[[file:Smith&amp;amp;Wesson-Model-19.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 19 - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 revolver 1 holding.jpg|thumb|none|600px|Lincoln holds the Smith &amp;amp; Wesson Model 19, ignoring the fact that his HUD claims it's a [[Ruger Blackhawk]].]]&lt;br /&gt;
[[file:Mafia3 revolver 1 aim.jpg|thumb|none|600px|Not letting the pictures getting to him, he aims at a far away barrel.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 1.jpg|thumb|none|600px|He reloads it by popping the spent shells out.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 2.jpg|thumb|none|600px|Letting em rain.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 3.jpg|thumb|none|600px|Before stuffing it with a speed loader.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 world.jpg|thumb|none|600px|Lincoln looks down on a discarded Model 19.]]&lt;br /&gt;
[[file:Mafia III alma revolver.jpg|thumb|none|600px|Alma looks down the sights of her Model 19. Note the swung-out cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33 (unusable)==&lt;br /&gt;
Connor Aldridge uses a pre-1947 [[Tokarev TT-33]] with an aftermarket and anachronistic muzzle brake in the ''Stones Unturned'' DLC as his sidearm of choice. The pistol is unusable by the player.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[Image:Wz48 compensator.jpg|thumb|none|350px|Polish M48 pistol with a compensator.]]&lt;br /&gt;
[[Image:Mafiaiii tt33.jpg|thumb|none|600px|Aldridge holds his custom TT-33 on a hostage, trying to remain threatening even with the hammer up on a single action only pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns, when hip-fired, play a pump racking sound after each shot, even including the lever action 1887, break action Lupara and the semi auto 1100.&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca_37#Ithaca_37_.22Stakeout.22|Ithaca 37]] appears in-game as the &amp;quot;Cornell 40&amp;quot;, used by mid-game mobsters.&lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|350px|Ithaca Model 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 holding.jpg|thumb|none|600px|Lincoln prepares to breach the old bar with his Ithaca 37.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 aim.jpg|thumb|none|600px|Lincoln aims the Ithaca 37, although it's best for close encounters.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 1.jpg|thumb|none|600px|Sending a shell down range and launching a shell magically from the side.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 2.jpg|thumb|none|600px|Not questioning how he broke the mechanics of the Ithaca 37 to do that, Lincoln just stuffs shells into the tube.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 3.jpg|thumb|none|600px|Before closing it.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 world.jpg|thumb|none|600px|Lincoln looks down on the Ithaca 37.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] with an extended magazine tube appears as &amp;quot;Riot 550&amp;quot; and used by late-game mobsters.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|350px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 holding.jpg|thumb|none|600px|Lincoln gets up close and personal with his 500.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 aim.jpg|thumb|none|600px|Aiming his weirdly shiny boomstick, vaguely familiar to a 500 Mariner which would be anachronistic for the game's 1968~ setting.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 1.jpg|thumb|none|600px|Firing reveals, voila! A working bolt that moves when the pump is racked.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 2.jpg|thumb|none|600px|Having found his gun works, Lincoln tops his shotgun off.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 3.jpg|thumb|none|600px|Before closing the gun up for more work.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 world.jpg|thumb|none|600px|Lincoln uses his shotgun to interrogate another shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A &amp;quot;Barker 390&amp;quot; pump-action shotgun can be used and is commonly found with low level mobsters. It appears to be a [[Remington 870]], and not the Mossberg 500AT some have claimed it to be, by the rounded trigger guard and the shorter magazine cap.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|350px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]] &lt;br /&gt;
[[file:Mafia3 Remington 870 holding.jpg|thumb|none|600px|Lincoln takes his new-found 870 out for a spin.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 aim.jpg|thumb|none|600px|Lincoln aims the 870 at some dead mobsters.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 1.jpg|thumb|none|600px|Firing it reveals that the bolt and pumps do actually move.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 2.jpg|thumb|none|600px|Satisfied with sweeping some mafia goons away, Lincoln tops the gun off.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 3.jpg|thumb|none|600px|Before racking the pump.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 world.jpg|thumb|none|600px|Lincoln looks at a dropped 870, wondering why the gun is grey and blue at the same time.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1100==&lt;br /&gt;
The [[Remington Model 1100]] appears as the &amp;quot;Barker 1500 Tactical&amp;quot;, given as a favor by Cassandra during the fifth racket takeover.&lt;br /&gt;
[[File:1100 classicfield-1-.jpg|thumb|none|350px|Remington Model 1100 - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 holding.jpg|thumb|none|600px|Lincoln prepares to breach and clear with his new 1100.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 aim.jpg|thumb|none|600px|Lincoln aims his 1100, marveling at its slightly too large charging handle that wouldn't actually allow the shotgun to properly cycle.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 1.jpg|thumb|none|600px|Reloading by stuffing a shell in the tube.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 2.jpg|thumb|none|600px|Stuffing another one in.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 3.jpg|thumb|none|600px|And underhand racking of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 world.jpg|thumb|none|600px|Lincoln stares at the dropped shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-off double barrel shotgun==&lt;br /&gt;
The classic [[Sawed-off Double Barrel Shotgun|Lupara]] appears in-game as the &amp;quot;Lupara&amp;quot; as one of the two sidearm shotguns.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|350px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun holding.jpg|thumb|none|600px|Lincoln plays with his Lupara at the local dock union.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun aim.jpg|thumb|none|600px|Before threatening the local pipes with it.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 1.jpg|thumb|none|600px|Having blown them away, he breaks the gun open and spits out 2 shells.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 2.jpg|thumb|none|600px|Before loading one.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 3.jpg|thumb|none|600px|And the other.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun world.jpg|thumb|none|600px|Lincoln aims down at a former mafioso owned Lupara.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Barker 390 (Gator Skin)&amp;quot;==&lt;br /&gt;
Supposedly a customized variant of the &amp;quot;Barker 390&amp;quot; (Remington 870) shotgun in the base game, the shotgun that comes with the Family Kickback Pack appears to be a mash-up of the in-game Remington 870 (receiver, magazine, and barrel) and Mossberg 500 (safety, triggerguard, and furniture). The result is vaguely reminiscent of the (anachronistic) [[Mossberg 590]].&lt;br /&gt;
[[Image:Moss590A1.jpg|thumb|none|350px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special holding.jpg|thumb|none|600px|Lincoln sneaks around with his Gator gat.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special aim.jpg|thumb|none|600px|Aiming the Gator.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special world.jpg|thumb|none|600px|Lincoln uses his tactically camo'd bolt action to look upon the Gator, and see how it's more Mossberg than Remington.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A [[Winchester Model 1887]] resembling the configuration from ''[[Terminator 2]]'' is available for use in ''Mafia III'', and a rare sight with mid game mafia goons as a sidearm shotgun. Lincoln can flip-cock the gun in a manner similar to Arnold Schwarzenegger albeit with one thumb given the smaller lever loop. It appears as the &amp;quot;Elmwood 1925&amp;quot; with a special version with the Judge, Jury &amp;amp; Executioner Weapon Pack, the &amp;quot;Exterminatore&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|350px|Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 holding.jpg|thumb|none|600px|Lincoln prepares to fix the future in the past with his 1887.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 aim.jpg|thumb|none|600px|Lincoln aims the 1887 at Vito's long suffering restaurant.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 1.jpg|thumb|none|600px|Reloading by inserting a shell while cradling the gun in the open lever.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 2.jpg|thumb|none|600px|Popping a few more in.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 3.jpg|thumb|none|600px|Before closing the gun with a flick of a thumb.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 world.jpg|thumb|none|600px|Lincoln looks down at the 1887, noticing the normal lever loop.]]&lt;br /&gt;
===Exterminatore===&lt;br /&gt;
[[file:Mafia3Exterminatore.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Exterminatore&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Exterminatorereload.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Exterminatore&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Exterminatoreground.jpg|thumb|none|600px|The &amp;quot;Exterminatore&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta M12==&lt;br /&gt;
The [[Beretta M12]] appears in the game as &amp;quot;Carter M33-A&amp;quot;, rarely used by mid-game mafiosos.&lt;br /&gt;
[[File:Beretta M12.jpg|thumb|none|350px|Beretta M12 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 holding.jpg|thumb|none|600px|Lincoln watches the street with his M12.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 aim.jpg|thumb|none|600px|Lincoln aims the M12 at a distant street car.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 1.jpg|thumb|none|600px|Having poked it from far away, the reload begins with a mag removal.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 2.jpg|thumb|none|600px|Mag insertion.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 3.jpg|thumb|none|600px|And a rack of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 world.jpg|thumb|none|600px|While sneaking around a racket, Lincoln eyes up a dropped M12.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP54==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A3|Heckler &amp;amp; Koch MP54]] appears in-game, modeled on the very first MP5 prototype, the MP54. It appears in the game as &amp;quot;Deutsche M11B&amp;quot; and is acquired as a favor from Cassandra for the third racket takeover. While the MP54 isn't necessarily anachronistic, it was first adopted by the German Federal Police in 1966, which is two years prior to the game's setting, it's more or less anachronistic to see in the hands of random street thugs in 1968. The HUD icon wrongly displays the gun with folded stock and different muzzle.&lt;br /&gt;
[[file:H&amp;amp;K MP54.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP54 Earliest prototype of the H&amp;amp;K MP5 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 holding.jpg|thumb|none|600px|Lincoln holds his MP54, enjoying his new toy.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 aim.jpg|thumb|none|600px|Before threatening the brick work.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 1.jpg|thumb|none|600px|Reloading begins by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 3.jpg|thumb|none|600px|And grabbing the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 world.jpg|thumb|none|600px|Lincoln uses his AK to question this space age German thing.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] appears in-game as the &amp;quot;Trench 1938&amp;quot; and used heavily by early game enemies. With the &amp;quot;Family Kick-back&amp;quot; pre-order pack, a special version of the M1A1 was included called the &amp;quot;Trench 1938 Drum&amp;quot; , having a vertical grip much like the earlier M1921 Thompsons, but still built into the M1A1-style forestock. In the cutscene for the mission &amp;quot;''Fish need to eat''&amp;quot;, Vito is seen using a M1A1, despite using an [[AKM]] in gameplay. Some M1A1s are also seen used by Hmong fighters in a stock footage scene.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson holding.jpg|thumb|none|600px|Lincoln holds the Thompson while hiding outside Sammy's Bar.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson aim.jpg|thumb|none|600px|Lincoln aims down the road.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 1.jpg|thumb|none|600px|Before removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson world.jpg|thumb|none|600px|While in the middle of a fight, Lincoln stares down at a dropped Thompson.]]&lt;br /&gt;
[[file:Mafia III hmong fighters.jpg|thumb|none|600px|The two supposed Hmong fighters in the middle can be seen using M1A1 Thompsons.]]&lt;br /&gt;
===M1A1 Thompson with a drum magazine===&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum holding.jpg|thumb|none|600px|Lincoln holds the Thompson while hiding at the Dock Union, note the fact that the animations aren't changed for the grip.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum aim.jpg|thumb|none|600px|Lincoln aims the Thompson, wondering how the drum fits at all.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 1.jpg|thumb|none|600px|Before dropping the drum.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 2.jpg|thumb|none|600px|Shoving a new one in, against all the mechanics of the Thompson's drum.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 3.jpg|thumb|none|600px|And yanking the bolt.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum world.jpg|thumb|none|600px|Lincoln uses his sidearm to put this poor mutated M1A1 out of its misery.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 &amp;quot;Grease Gun&amp;quot;]] appears as the &amp;quot;M1N8&amp;quot;, used primarily by mobsters in the mid-game. A suppressed version is offered by Cassandra in the first racket takeover as a favor.&lt;br /&gt;
[[file:M3_Grease.jpg|thumb|none|350px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun holding.jpg|thumb|none|600px|Lincoln holds his Grease Gun while out in the Hollow.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun aim.jpg|thumb|none|600px|Lincoln aims the Grease Gun, revealing that its dust cover is closed, technically rendering it unable to fire.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 1.jpg|thumb|none|600px|Lincoln reloads by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun world.jpg|thumb|none|600px|Lincoln threatens one Grease Gun with another.]]&lt;br /&gt;
===OSS M3===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|OSS M3]].&lt;br /&gt;
[[File:OSS M3 Greas Gun.jpg|thumb|none|350px|OSS M3 with suppressor attached - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd holding.jpg|thumb|none|600px|Lincoln takes his suppressed version for a whirl.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd aim.jpg|thumb|none|600px|Lincoln aims the Grease Gun down the block.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 1.jpg|thumb|none|600px|Before doing the standard move of removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 2.jpg|thumb|none|600px|Inserting the new one.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 3.jpg|thumb|none|600px|And racking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd world.jpg|thumb|none|600px|Lincoln looks down upon one Grease Gun with another.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears as the &amp;quot;Suppressed Mk 1020&amp;quot;, given to Lincoln during the ''Faster, Baby!'' DLC and available to purchase from the Arms Dealer after finishing the final mission.&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 submachine gun with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 mac10 hold.jpg|thumb|none|600px|Hearing the winds cry Mary, Lincoln ducks for cover with his MAC-10.]]&lt;br /&gt;
[[file:Mafia3 mac10 aim.jpg|thumb|none|600px|Lincoln aims the MAC-10, with one hand.]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 1.jpg|thumb|none|600px|Reloading the MAC-10 by removing the empty mag...]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 2.jpg|thumb|none|600px|Inserting a new one...]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 3.jpg|thumb|none|600px|And locking the bolt back. Note it is actually modeled with an open bolt, which is a nice touch.]]&lt;br /&gt;
[[file:Mafia3 mac10 world.jpg|thumb|none|600px|Having been fooled by the UI image, Lincoln aims at his MAC-10 to make sure it isn't an anachronistic Cobray clone. Thankfully, it isn't. It's just weirdly big.]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in the game as the &amp;quot;Binya&amp;quot;, a late-game single handed SMG rarely wielded by mafiosos and in certain locations.&lt;br /&gt;
[[file:Uzi.jpg|thumb|350px|none|Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 uzi holding.jpg|thumb|none|600px|Lincoln holds his Uzi while running around an enemy racket.]]&lt;br /&gt;
[[file:Mafia3 uzi aim.jpg|thumb|none|600px|Lincoln aims the Uzi at a dead mafioso.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 1.jpg|thumb|none|600px|Before reloading by yanking the old mag out.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 2.jpg|thumb|none|600px|Putting the new one in.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 3.jpg|thumb|none|600px|And opening the bolt, revealing the Uzi is rendered with a moving bolt despite appearing as closed bolt in-game.]]&lt;br /&gt;
[[file:Mafia3 uzi world.jpg|thumb|none|600px|Lincoln gazes upon a dropped Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa._Vz.61_Skorpion#Sa._Vz._61_Skorpion|Sa. Vz.61 Skorpion]] appears in game as the &amp;quot;Czech Ver. Ba-65&amp;quot;, rarely used by mobsters in the early game and one of the first sidearm SMGs available for use.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion holding.jpg|thumb|none|600px|Lincoln sneaks around a racket with his Skorpion.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion aim.jpg|thumb|none|600px|Threatening the pipes with 20 rounds of .32 ACP.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 1.jpg|thumb|none|600px|After establishing dominance via .32, Lincoln reloads by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 2.jpg|thumb|none|600px|Stuffing a new one in.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 3.jpg|thumb|none|600px|And grabbing both charging handle nubs and giving them a yank.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion world.jpg|thumb|none|600px|While sneaking in a racket filled with enemies, Lincoln eyes up another Skorpion.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 76]] SMG appears in the game as the &amp;quot;Alfredsson M833&amp;quot; available from the Arms Dealer as a slower ROF alternative to the Thompson.&lt;br /&gt;
[[file:S&amp;amp;W_M76.jpg‎|thumb|350px|none|Smith &amp;amp; Wesson M76 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 holding.jpg|thumb|none|600px|Lincoln holds his 76 while hiding in the Hollow.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 aim.jpg|thumb|none|600px|Before aiming down the street at a nearby car.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 1.jpg|thumb|none|600px|Before removing the magazine.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 world.jpg|thumb|none|600px|Lincoln uses his Ithaca to do the talking to the S&amp;amp;W.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] appears in-game as the &amp;quot;Pasadena AR30&amp;quot; and serves as the automatic weapon of choice for late game mafia goons. It's a mixture of both AKM and AK-47 parts, such as an AK-47 pistol grip, slab-side handguard and milled receiver but an AKM front sight post, gas block and ribbed receiver cover. A version painted black with tribal markings appears as the &amp;quot;Black Sacrament&amp;quot;, rewarded for completing the ''Signs Of The Times'' DLC.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|350px|AKM - 7.62x39mm]]&lt;br /&gt;
[[file:Mafia3 AK-47 holding.jpg|thumb|none|600px|Lincoln holds the AKM while sneaking around Vito's dockside restaurant.]]&lt;br /&gt;
[[file:Mafia3 AK-47 aim.jpg|thumb|none|600px|Lincoln aims the AKM, note the safety selector smack on safe.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 1.jpg|thumb|none|600px|That doesn't stop him from reloading by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 2.jpg|thumb|none|600px|Racking a new one in.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 3.jpg|thumb|none|600px|And doing the underhand technique 50 years before it'd be popular.]]&lt;br /&gt;
[[file:Mafia3 AK-47 world.jpg|thumb|none|600px|Lincoln gazes upon the AKM, giving us a good view of its weird kit bashing.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
The [[M16A1|Colt M16A1]] appears in-game as the &amp;quot;Stromer .223&amp;quot; as a favor from Burke during the fifth racket takeover or in a CIA Safehouse in the ''Stones Unturned'' DLC.&lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|350px|Colt M16A1 with 30 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Mafia3 m16 holding.jpg|thumb|none|600px|Lincoln holds the M16A1 while running through the urban jungle.]]&lt;br /&gt;
[[file:Mafia3 m16 aim.jpg|thumb|none|600px|Lincoln aims the M16 at a menacing piece of asphalt.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 1.jpg|thumb|none|600px|Lincoln reloads the M16 by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 2.jpg|thumb|none|600px|Grabbing one off of his persons.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 3.jpg|thumb|none|600px|Before inserting a new one and presumably hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] appears as the &amp;quot;Hartmann .30&amp;quot; and is commonly used by mafia goons in the early game. It appears without a bayonet lug, common on early civilian pattern guns such as Universal Firearms carbines. A heavily embellished version comes with the Judge, Jury and Executioner Weapon Pack, known as the &amp;quot;Praecisione .30&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
One also appears in the hands of a Hmong fighter in stock footage.&lt;br /&gt;
[[File:AutoOrdM1Carbine.jpg|thumb|none|350px|The Modern Manufactured version of the M1 Carbine, with standard stock, from Auto-Ordnance (affiliated with Kahr Arms and Thompson Arms) - .30 Carbine]] &lt;br /&gt;
[[file:Mafia3 M1 Carbine holding.jpg|thumb|none|600px|Lincoln skulks in the Hollow with his other M1.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine aim.jpg|thumb|none|600px|Lincoln aims the M1 Carbine, revealing the Korean War pattern rear sight with no bayonet lug, a common sight for Universal carbines of the era.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 1.jpg|thumb|none|600px|Having just shot a random pedestrian, Lincoln reloads by yanking the mag out.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 2.jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 3.jpg|thumb|none|600px|And yanking the charging handle in an overhand technique.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine world.jpg|thumb|none|600px|Lincoln interrogates an M1 Carbine, letting us get a good look.]]&lt;br /&gt;
[[file:Mafia III hmong fighters.jpg|thumb|none|600px|One of the two Hmong fighters on the far left can be seen with an M1 Carbine.]]&lt;br /&gt;
===Praecisione .30===&lt;br /&gt;
[[file:Mafia3Praecisione.30aim.jpg|thumb|none|600px|Lincoln aiming his &amp;quot;Praecisione .30&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Praecisione.30reload.jpg|thumb|none|600px|Reloading the Praecisione .30&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Praecisione_.30.jpg|thumb|none|600px|Lincoln examines his &amp;quot;Praecisione .30&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
A [[M1_Garand#M1_Garand|M1 Garand]] appears in-game as the &amp;quot;Mayweather .30&amp;quot; and commonly found on mid-game NPCs. Oddly the weapons description claims it replaced the in-game M1 Carbine analogue, rather than having both serve side by side like in real life.&lt;br /&gt;
Some Garands are also seen used by US Army soldiers in stock footage during a cutscene explaining Father James's backstory.  &lt;br /&gt;
[[file:M1 Garand.jpg|thumb|none|350px|M1 Garand - .30-06]]&lt;br /&gt;
[[file:Mafia3 m1 garand holding.jpg|thumb|none|600px|Lincoln holds his M1 while skulking around Vito's restaurant.]]&lt;br /&gt;
[[file:Mafia3 m1 garand aim.jpg|thumb|none|600px|Lincoln aims the M1 at a heavily shot piece of wall.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 1.jpg|thumb|none|600px|Reloading the M1 by yanking the charging handle open in a slightly uncomfortable looking underhand move.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 2.jpg|thumb|none|600px|Grabbing a spent clip.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 3.jpg|thumb|none|600px|And stuffing it into the rifle to threaten his Kaiser Darrin (known as the De'Leo Kashmir in-game).]]&lt;br /&gt;
[[file:Mafia3 m1 garand world.jpg|thumb|none|600px|Lincoln uses his AK to interrogate the M1 about its magical disappearing sling.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14_Rifle#M14_Rifle|M14]] appears as the &amp;quot;Automat SG&amp;quot; and is used by late-game mobsters although it does spawn in a few early game locations. It's notable for using its own separate ammo type, so you can only get ammo from other M14s with it. &lt;br /&gt;
&lt;br /&gt;
Despite not appearing in the game in any form, John Donovan mention the XM21 semiautomatic variant, by name.&lt;br /&gt;
[[file:M14Rifle.jpg|thumb|none|350px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 M14 holding.jpg|thumb|none|600px|Lincoln holds the M14 while hiding around Sammy's Bar.]]&lt;br /&gt;
[[file:Mafia3 M14 aim.jpg|thumb|none|600px|Lincoln aims the M14 after shooting another random pedestrian.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 1.jpg|thumb|none|600px|After a job well done, he treats his M14 by taking the mag out with some good trigger discipline.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 3.jpg|thumb|none|600px|And racking the bolt.]]&lt;br /&gt;
[[file:Mafia3 M14 world.jpg|thumb|none|600px|After one too many crimes against passersby, Lincoln ditches his M14, letting us take a look at its magically disappearing sling.]]&lt;br /&gt;
===M14 with night vision sight===&lt;br /&gt;
An M14 fitted with a AN/PVS2 Starlight scope appears as a sniper rifle, the &amp;quot;Hawk 4540 Night Vision&amp;quot; as a favor from Vito for the fifth racket takeover.&lt;br /&gt;
[[file:Mafia3 m14 nvs holding.jpg|thumb|none|600px|Lincoln holds his sniper M14 after completing the favor.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 1.jpg|thumb|none|600px|Lincoln aims the M14 in normal iron sight mode.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 2.jpg|thumb|none|600px|Before switching to the sniper mode and remembering it's a night vision scope. This reticle is shared by all scoped weapons in-game.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 1.jpg|thumb|none|600px|Having just melted his retinas by peering down a night vision scope in the middle of a bright New Orleans afternoon, he decides that reloading is a good idea.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 2.jpg|thumb|none|600px|Rummaging for a new mag.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 3.jpg|thumb|none|600px|Before putting it in and giving the handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk III (unusable)==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk. III]] appear in stock footage in the hands of some Irish soldiers in a cutscene about Burke's backstory.&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee Enfield No.1 Mk III - .303 British]]&lt;br /&gt;
[[File:Mafia III lee enfield.jpg|thumb|none|600px|The Lee-Enfields being held by Irish soldiers during the Irish Civil War.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Springfield M1903A1==&lt;br /&gt;
The [[M1903_Springfield#M1903A1_Springfield_Rifle|Springfield M1903A1]] appears in-game as the &amp;quot;Mayweather M04A3&amp;quot; and is commonly used by Racket Enforcers in the mid-game. &lt;br /&gt;
[[file:M1903A1Springfield.jpg|thumb|none|350px|Springfield M1903A1 - .30-06]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 holding.jpg|thumb|none|600px|Lincoln takes his new Springfield out for a test by Vito's place.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 1.jpg|thumb|none|600px|Lincoln aims the Springfield M1903A1 normally.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 2.jpg|thumb|none|600px|And with the scope, inaccurate for the M84 scope attached to the gun.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 1.jpg|thumb|none|600px|Despite that, Lincoln decides to feed it some fresh .30-06 by opening the bolt.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 3.jpg|thumb|none|600px|Feeding some rounds out of his pocket.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 2.jpg|thumb|none|600px|And closing it when he's done.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 world.jpg|thumb|none|600px|Lincoln stares at the scoped M1903A1 with his Model 70.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40|Tokarev SVT-40]] appears as the &amp;quot;Viper 55&amp;quot;, used by late game Racket Enforcers.&lt;br /&gt;
[[File:SVT-40 Sniper.jpg|thumb|none|350px|Tokarev SVT-40 with PU sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 holding.jpg|thumb|none|600px|Lincoln sneaks onto a construction yard with his SVT.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 1.jpg|thumb|none|600px|Lincoln aims the SVT at his most powerful enemy yet, lumber.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 2.jpg|thumb|none|600px|The scope view, same overly elaborate reticle as before.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 1.jpg|thumb|none|600px|Having vanquished the foe with 7.62x54R, Lincoln reloads by yanking the mag out.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 2.jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 3.jpg|thumb|none|600px|Before tilting the gun over and yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 world.jpg|thumb|none|600px|The SVT on the ground, as Lincoln considers a weapon swap.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in-game as the &amp;quot;Manitou Model 67&amp;quot; as the primary weapon of Racket Enforcers in the early game. A special version appears with camo wrapping with the Family Kickback DLC, fittingly named the &amp;quot;Camo Model 67&amp;quot;.&lt;br /&gt;
[[file:Pre64WinModel70.jpg|thumb|none|350px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 holding.jpg|thumb|none|600px|Lincoln holds the Model 70, having liberated it from its mafia-affiliated owner.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 1.jpg|thumb|none|600px|Lincoln aims at some menacing pipework with the Model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 2.jpg|thumb|none|600px|Before using the scope to watch over his car.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 1.jpg|thumb|none|600px|Having confirmed his car is safe, he reloads by opening the bolt.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 3.jpg|thumb|none|600px|Popping in some new rounds.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 2.jpg|thumb|none|600px|And closing the bolt.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 world.jpg|thumb|none|600px|Lincoln eyes up a randomly spawned Model 70.]]&lt;br /&gt;
===Winchester Model 70 Camo Version===&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special holding.jpg|thumb|none|600px|Lincoln sneaks with his tactically camo'd Model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special aim.jpg|thumb|none|600px|Lincoln aims his sneakily wrapped up rifle.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special world.jpg|thumb|none|600px|Looking it over with his handy Ithaca, the camo mostly consisting of tan and olive green straps.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2 Heavy Barrel==&lt;br /&gt;
The [[Browning M2 Heavy Barrel]] appears in-game in the ''Stones Unturned'' DLC as part of mounted turrets found during the DLC's campaign. One can also be mounted to the Mohican Scout truck. In the base game, they can be seen mounted on M3 Half Tracks in stock footage during a cutscene explaining Father James's backstory.  &lt;br /&gt;
[[file:BrowningM2 plain.jpg|thumb|none|350px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[file:Mafia3 M2HB 1.jpg|thumb|none|600px|Having survived a gun fight, Lincoln eyes up a mounted M2.]]&lt;br /&gt;
[[file:Mafia3 M2HB 2.jpg|thumb|none|600px|Ignoring Donovan, he &amp;quot;takes aim&amp;quot; with the turret.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR (unusable)==&lt;br /&gt;
In a stock footage scene explaining John Donovan's activities in South East Asia, we can see a Hmong fighter holding a [[BAR|M1918A2 BAR]].&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px||M1918A2 Browning Automatic Rifle without carry handle - .30-06 Springfield]]&lt;br /&gt;
[[File:Mafia III hmong fighters.jpg|thumb|none|600px|The Hmong fighter on the right can be seen holding the M1918A2 BAR, with the variant being easily identified by the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60_machine_gun#M60_Machine_Gun|M60]] appears as the &amp;quot;Hartmann 7.62&amp;quot;, first used during the prologue robbery on the Federal Reserve and finally as Vito's favor for the final racket takeover.&lt;br /&gt;
[[file:M60GPMG.jpg|thumb|none|350px|M60 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 m60 holding.jpg|thumb|none|600px|Lincoln is reunited with an old friend from Vietnam.]]&lt;br /&gt;
[[file:Mafia3 m60 aim.jpg|thumb|none|600px|Lincoln aims his M60 at a particular piece of siding.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 1.jpg|thumb|none|600px|Reloading The Pig begins with a yank of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 2.jpg|thumb|none|600px|Opening the top cover...]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 3.jpg|thumb|none|600px|And seating a fresh belt.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade|M67 hand grenade]] appears in-game as the &amp;quot;Frag Grenade&amp;quot;, acquired with the first level of &amp;quot;IRA Bomber&amp;quot; and frequently dropped by mid to late game NPCs.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[file:Mafia3 M67 hand grenade 1.jpg|thumb|none|600px|Using a scope to stare at a M67 and a cash wad dropped by a dead mafioso.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 grenades==&lt;br /&gt;
One of the cutscene talking about Vito Scaletta shows a picture of him in the Army during WWII with an [[Mk 2 hand grenade]] affixed to his uniform, with the picture taken from ''[[Mafia II]]''.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|130px|none|Mk 2 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 charges appear in-game when Lincoln rigs up certain objects in enemy rackets to blow. Actual charges can be acquired after acquiring the second level of the &amp;quot;IRA Bomber&amp;quot; perk.&lt;br /&gt;
[[file:Mafia3 C4 1.jpg|thumb|none|600px|Lincoln points his F1 at a C4 block rigged on some filing cabinets.]]&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
Dynamite appears in certain black market shipments found in rackets in-game.&lt;br /&gt;
[[File:Dynamite bundle.jpg|thumb|none|500px|A bundle of German WWII-Era dynamite with fuse]]&lt;br /&gt;
[[file:Mafia3 dynamite.jpg|thumb|none|600px|Eyeing up some classic dynamite bundles in a crate.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Mine==&lt;br /&gt;
An unknown Mine was added with the ''Stones Unturned'' DLC.&lt;br /&gt;
[[file:Mafia3Mine.jpg|thumb|none|600px|The Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]] appears as the &amp;quot;GL KORSKY&amp;quot;, added with the ''Stones Unturned'' DLC.&lt;br /&gt;
[[file:China Lake.jpg|thumb|none|350px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 China Lake hold.jpg|thumb|none|600px|Having cleaned out a bootlegger's shack for Burke, Jimi Clay takes cover with his China Lake.]]&lt;br /&gt;
[[file:Mafia3 China Lake aim.jpg|thumb|none|600px|Lincoln aims the China Lake, sharing the same crosshair as the later-mentioned M79.]]&lt;br /&gt;
[[file:Mafia3 China Lake rel 1.jpg|thumb|none|600px|Having opted to remove his car from existence, Lincoln sends a 40mm its way and racks the action.]]&lt;br /&gt;
[[file:Mafia3 China Lake rel 2.jpg|thumb|none|600px|Before stuffing another round into the tube.]]&lt;br /&gt;
[[file:Mafia3 China Lake world.jpg|thumb|none|600px|With his mode of transportation deleted, he takes the time to look at the rather shiny model of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==M72A1 LAW==&lt;br /&gt;
The [[M72 LAW]] appears as the &amp;quot;Hartmann AT-40&amp;quot; as Cassandra's final favor for the last racket in-game, although it does appear in the Royal Hotel before that.&lt;br /&gt;
[[file:M72A2LAW.jpg|thumb|none|350px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW holding.jpg|thumb|none|600px|Lincoln sneaks around Sammy's Bar with a very un-sneaky rocket launcher.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW aim.jpg|thumb|none|600px|Lincoln aims the M72A1 LAW down the block.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW world.jpg|thumb|none|600px|Before threatening the spent tube with his suppressed M1911.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] appears as the &amp;quot;Hartmann HLP&amp;quot;, acquired through Burke's final favor for the last racket.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher holding.jpg|thumb|none|600px|Lincoln holds his new toy outside the old bar.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher aim.jpg|thumb|none|600px|Lincoln aims his M79 ready to wreak some havoc.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 1.jpg|thumb|none|600px|Reloading by yanking out the old shell.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 2.jpg|thumb|none|600px|Grabbing...]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 3.jpg|thumb|none|600px|And inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] appears as the &amp;quot;RPG KORSKY&amp;quot;, added with the ''Stones Unturned'' DLC. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:Mafia3 rpg7 hold.jpg|thumb|none|600px|Back in-town, Lincoln takes his final toy from the previous adventure out for a spin.]]&lt;br /&gt;
[[file:Mafia3 rpg7 aim.jpg|thumb|none|600px|Lincoln aims the RPG-7, for some reason gripping the middle of the tube.]]&lt;br /&gt;
[[file:Mafia3 rpg7 rel 1.jpg|thumb|none|600px|Not that it hampers his aim, as he grabs another PG-7VM rocket.]]&lt;br /&gt;
[[file:Mafia3 rpg7 rel 2.jpg|thumb|none|600px|And just stuffs it into the breech.]]&lt;br /&gt;
[[file:Mafia3 rpg7world.jpg|thumb|none|600px|RPG-7 on the ground, showing off its weirdly thin profile.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1637480</id>
		<title>Mafia III</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1637480"/>
		<updated>2023-12-23T17:11:23Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Lee-Enfield No.1 Mk III (unusable) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Mafia III&lt;br /&gt;
|picture =  Mafia III logo temp.jpg&lt;br /&gt;
|caption =  Mafia III&lt;br /&gt;
|series= [[Mafia (disambiguation)|Mafia]]&lt;br /&gt;
|date= October 7th 2016&lt;br /&gt;
|developer=Hangar 13&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=2K Games&lt;br /&gt;
|genre=Action-adventure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Mafia III''''' is an open-world action-adventure video game, and a sequel to ''[[Mafia II]]''. It is developed by Hangar 13 and published by 2K Games, and was released in October 2016 for the PC, Xbox One and PlayStation 4.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms make an appearance in the video game ''Mafia III'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike Vito in ''[[Mafia II]]'' and his hammerspace inventory, the inventory system returns to a limited space inventory, with only one long gun and one smaller weapon able to be carried at a time, like the first ''Mafia'' game. This inventory system returns in the subsequent game, ''[[Mafia: Definitive Edition]]''.&lt;br /&gt;
&lt;br /&gt;
Ammo has also been simplified as while a handful of weapons use their own ammo, most weapons now share ammo in certain internal &amp;quot;catagories&amp;quot; such as all non-revolver handguns sharing ammo, revolvers having their own ammo types and all submachine guns sharing ammo. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==AMP Auto Mag Model 180==&lt;br /&gt;
The [[AMC Auto Mag Pistol|AMP Auto Mag Model 180]] appears as the &amp;quot;Clipper .44&amp;quot; and is rewarded by Thomas Burke for the third racket takeover. It is mildly anachronistic for the game's late 1960s setting, as AMT didn't begin producing AutoMags until 1970. Oddly, the gun's icon in the UI is a [[Wildey Magnum]]. &lt;br /&gt;
[[file:HiStandard44AutomagMod180.jpg|thumb|350px|none|AMP Auto Mag Model 180 - .44 AMP]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 holding.jpg|thumb|none|600px|Lincoln takes his shiny new Auto Mag out for a spin for one of Vito's side missions.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 aim.jpg|thumb|none|600px|Before aiming it out into the bayou at passing gators.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 1.jpg|thumb|none|600px|Before dropping a mag.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 world.jpg|thumb|none|600px|Lincoln threatens his Auto Mag with his Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 70 (unusable)==&lt;br /&gt;
A [[Beretta Model 70]] can be seen held by a Playmate woman on the cover of the November 1965 issue of Playboy, which can be collected in-game.&lt;br /&gt;
[[Image:BerettaModel70.jpg|thumb|none|350px|Beretta Model 70 - .32 ACP]]&lt;br /&gt;
[[file:Mafia III playboy.jpg|thumb|none|600px|The cover for this interesting place of literature, feature the beautiful Pat Russo holding an equally beautiful Beretta Model 70.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is available for use in the game as the &amp;quot;Elling 9mm&amp;quot; and used heavily by mobsters in Tickfaw Harbor, Downtown, and Barclay Mills. It can also be seen among other weapons in a stash from one of the promotional videos.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power .9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning hp holding.jpg|thumb|none|600px|Lincoln glowers at the screen and gives us a close look at his Hi-Power.]]&lt;br /&gt;
[[file:Mafia3 Browning hp aim.jpg|thumb|none|600px|Lincoln aims the Hi-Power at a menacing crate.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 1.jpg|thumb|none|600px|Having given the crate a 9mm penny for its thoughts, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 3.jpg|thumb|none|600px|And racking the slide letting us see the barrel.]]&lt;br /&gt;
[[file:Mafia3 Browning hp world.jpg|thumb|none|600px|While wandering some dock yards, Lincoln stumbles on a Hi-Power all alone.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Commander (not usable)==&lt;br /&gt;
Donovan uses what appears to be a [[Colt Commander]] with a suppressor in the main game final cutscene. This pistol is, like the Tokarev, not player-usable.&lt;br /&gt;
[[Image:ColtCombatCommander.jpg‎|thumb|none|350px|Colt Combat Commander - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of many available handguns in ''Mafia III'', known as the &amp;quot;Masterson Pistol&amp;quot;. There are two silenced variants in-game, the first being the &amp;quot;Silenced Masterson&amp;quot; which is given as a favor from Vito Scaletta during his first racket takeover. The second is &amp;quot;Silentium&amp;quot;, which is the same stat wise as the normal silenced M1911 but with fancy engraving that comes with the &amp;quot;Judge, Jury &amp;amp; Executioner&amp;quot; weapon pack DLC. No matter what pistol Lincoln is carrying, during cut scenes he will be seen with the 1911.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 holding.jpg|thumb|none|600px|Lincoln hides at a local dock union with his M1911.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 aim.jpg|thumb|none|600px|Lincoln aims the Colt M1911A1, revealing that the hammer is down which would render the gun unable to fire. All of the in-game semi auto handguns are rendered as DAO.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 1.jpg|thumb|none|600px|Lincoln reloads with a mag drop clipping through his hand.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 2.jpg|thumb|none|600px|A fresh mag.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 3.jpg|thumb|none|600px|Before racking the slide, revealing that despite the hammer issue, it has a fully rendered barrel. Most of the other semi auto handguns have rendered barrels.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 world.jpg|thumb|none|600px|Lincoln has the Hi-Power finish off its ancestor M1911.]]&lt;br /&gt;
===Colt M1911A1 with Suppressor===&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd holding.jpg|thumb|none|600px|Lincoln gets sneaky with his suppressed M1911.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd aim.jpg|thumb|none|600px|Before aiming at some dastardly brickwork.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 1.jpg|thumb|none|600px|Having threatened the masonry with quiet .45 ACP, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd world.jpg|thumb|none|600px|While doing a side mission for Burke, Lincoln finds a discarded suppressed M1911.]]&lt;br /&gt;
===Silentium===&lt;br /&gt;
[[file:Mafia3Silentium.jpg|thumb|none|600px|Lincoln aims the Silentium at Grecco, thanks to the Definitive Edition making all DLC free.]]&lt;br /&gt;
[[file:Mafia3Silentiumreload.jpg|thumb|none|600px|Having used the Silentium for it's clearly intended purpose of shootouts in the middle of the street, Lincoln reloads it.]]&lt;br /&gt;
[[file:Mafia3Silentiumworld.jpg|thumb|none|600px|A Silentium on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Known as the &amp;quot;Masterson Phoenix&amp;quot;. Lincoln Clay and late game mobsters make use of the [[Colt Python]] throughout the game. A special skinned copy is available for My2K users known as &amp;quot;Il Duca&amp;quot; (The Duke in Italian).&lt;br /&gt;
[[File:Pythontar.jpg|thumb|none|350px|Colt Python with 8&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python holding.jpg|thumb|none|600px|Lincoln sneaks around with his Python]]&lt;br /&gt;
[[file:Mafia3 Colt Python aim.jpg|thumb|none|600px|Lincoln aims the Python at passing cars.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 1.jpg|thumb|none|600px|Lincoln reloads the Python by dramatically going for the cylinder release.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 2.jpg|thumb|none|600px|Dumping spent rounds.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 3.jpg|thumb|none|600px|And filling it with a speedloader full of .357 Magnum.]]&lt;br /&gt;
[[file:Mafia3 Colt Python world.jpg|thumb|none|600px|Lincoln threatens his Python for suddenly becoming shiny.]]&lt;br /&gt;
===Scoped Colt Python===&lt;br /&gt;
The scoped Python is rewarded as a favor from Vito Scaletta during the third racket takeover.&lt;br /&gt;
[[File:Colt Python scoped.jpg|thumb|350px|none|Colt Python Silhouette with 8 inch barrel, including factory scope - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta holding.jpg|thumb|none|600px|Lincoln holds the scoped Python, now with a nickel finish.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 1.jpg|thumb|none|600px|Lincoln aims the scoped Python at some dastardly wood.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 2.jpg|thumb|none|600px|The scope view, reusing the same scope reticle as all the other scoped rifles in-game.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 1.jpg|thumb|none|600px|Lincoln reloads his Scoped Python in the same way as the other, dramatic flick.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 2.jpg|thumb|none|600px|Dumping spent cases.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 3.jpg|thumb|none|600px|And a fresh speedloader.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta world.jpg|thumb|none|600px|This time Lincoln questions his Python for actually being shiny.]]&lt;br /&gt;
===Il Duca===&lt;br /&gt;
[[file:Mafia3IlDuca.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Il Duca&amp;quot;]]&lt;br /&gt;
[[file:Mafia3IlDucareload.jpg|thumb|none|600px|Lincoln reloads the &amp;quot;Il Duca&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3IlDucaground.jpg|thumb|none|600px|The &amp;quot;Il Duca&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diana 5G Air Pistol==&lt;br /&gt;
An air pistol resembling a [[Air Guns|Diana 5G Air Pistol]] is found in-game as the &amp;quot;Dormer B128&amp;quot;, used as a tranquilizer gun for Bounty Hunting missions added in the ''Stones Unturned'' DLC.&lt;br /&gt;
[[Image:Diana 5G.jpg|thumb|none|400px|Diana 5G Air Pistol]]&lt;br /&gt;
[[file:Mafia3 DartGun hold.jpg|thumb|none|600px|Lincoln gets to sneaking in the least subtle outfit known to man, with his trusty Diana 5G to tag and bag anyone who sees him.]]&lt;br /&gt;
[[file:Mafia3 DartGun aim.jpg|thumb|none|600px|Lincoln aims the Dormer B128 at a menacing sidewalk.]]&lt;br /&gt;
[[file:Mafia3 DartGun rel 1.jpg|thumb|none|600px|Reloading the &amp;quot;Dormer&amp;quot; by cracking open the barrel...]]&lt;br /&gt;
[[file:Mafia3 DartGun rel 2.jpg|thumb|none|600px|And stuffing a dart in the pipe.]]&lt;br /&gt;
[[file:Mafia3 DartGun world.jpg|thumb|none|600px|Lincoln threatens the Dormer, convincing it to talk falsely now.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard HDM==&lt;br /&gt;
The [[High Standard HDM]] is usable throughout the game as the &amp;quot;Silenced Deacon .22&amp;quot; after unlocking a turf for Thomas Burke.  It has an integral suppressor, allowing for more stealthy gunplay.&lt;br /&gt;
[[File:Hi-Standard-HD-Silenced.jpg|thumb|none|350px|High Standard HDM with integrated silencer - .22 LR]] &lt;br /&gt;
[[file:Mafia3 High Standard HDM holding.jpg|thumb|none|600px|Lincoln holds the HDM while doing some sneaky business.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM aim.jpg|thumb|none|600px|Before threatening the road with it.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 1.jpg|thumb|none|600px|Having terrified the asphalt, he drops his mag.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 2.jpg|thumb|none|600px|Inserts a new one.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 3.jpg|thumb|none|600px|And racks the slide.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM world.jpg|thumb|none|600px|Before executing it for knowing too much.]]&lt;br /&gt;
&lt;br /&gt;
==MAB PAP F1==&lt;br /&gt;
The [[MAB PA-15|MAB PAP F1]] appears as the &amp;quot;Blackburn FAF-33&amp;quot; as the highest tier semi-auto handgun, commonly used by mobsters in the late game areas of the French Ward, Frisco Fields, and Southdowns. One is found near the M60 at the Federal Bank during  the prologue.&lt;br /&gt;
[[File:MAB-PAP-F1.jpg|thumb|none|350px|MAB PAP F1 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 unknown pistol holding.jpg|thumb|none|600px|Lincoln sneaks into his old bar with his F1, nicely modeled for a rare pistol.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol aim.jpg|thumb|none|600px|Lincoln aims the MAB PAP F1 in the same vague direction of a dead man.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 1.jpg|thumb|none|600px|Not letting the dead get to him, Lincoln drops the mag.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 2.jpg|thumb|none|600px|Inserts a new one.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 3.jpg|thumb|none|600px|Lincoln reloads the MAB PAP F1, revealing that some dastardly mobster has stolen his barrel and his hands keep clipping into the gun.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol world.jpg|thumb|none|600px|Lincoln looks down on the F1 while on a dock.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 39==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 39]] is known in-game as the &amp;quot;Alfredsson M419&amp;quot;. It's given free when the arms dealer van becomes available and very commonly used by enemy mobsters in areas such as Delray Hollow, Pointe Verdun, and River Row, and by the Federal Bank guards in the prologue.&lt;br /&gt;
[[File:S&amp;amp;W39.jpg|thumb|none|350px|Smith &amp;amp; Wesson 39 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power holding.jpg|thumb|none|600px|Lincoln clears a dock used for Cassandra's side missions with his Model 39.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power aim.jpg|thumb|none|600px|Before aiming it at some distant gators.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 1.jpg|thumb|none|600px|Having proven himself safe from alligators, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 2.jpg|thumb|none|600px|Grabbing a new one.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power world.jpg|thumb|none|600px|Before looking down on it and it's weirdly shiny trigger and hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 19]] appears in-game as the &amp;quot;Alfredsson M200&amp;quot;, the standard sidearm of New Bordeaux's Police Department and an uncommon sight with mobsters. The M200 does only 38% damage per shot, compared to the Phoenix's 47%, implying that the former is used with .38 and the latter with .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
It is also seen in a cutscene, held by Alma as she checks the cylinder.&lt;br /&gt;
[[file:Smith&amp;amp;Wesson-Model-19.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 19 - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 revolver 1 holding.jpg|thumb|none|600px|Lincoln holds the Smith &amp;amp; Wesson Model 19, ignoring the fact that his HUD claims it's a [[Ruger Blackhawk]].]]&lt;br /&gt;
[[file:Mafia3 revolver 1 aim.jpg|thumb|none|600px|Not letting the pictures getting to him, he aims at a far away barrel.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 1.jpg|thumb|none|600px|He reloads it by popping the spent shells out.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 2.jpg|thumb|none|600px|Letting em rain.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 3.jpg|thumb|none|600px|Before stuffing it with a speed loader.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 world.jpg|thumb|none|600px|Lincoln looks down on a discarded Model 19.]]&lt;br /&gt;
[[file:Mafia III alma revolver.jpg|thumb|none|600px|Alma looks down the sights of her Model 19. Note the swung-out cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33 (unusable)==&lt;br /&gt;
Connor Aldridge uses a pre-1947 [[Tokarev TT-33]] with an aftermarket and anachronistic muzzle brake in the ''Stones Unturned'' DLC as his sidearm of choice. The pistol is unusable by the player.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[Image:Wz48 compensator.jpg|thumb|none|350px|Polish M48 pistol with a compensator.]]&lt;br /&gt;
[[Image:Mafiaiii tt33.jpg|thumb|none|600px|Aldridge holds his custom TT-33 on a hostage, trying to remain threatening even with the hammer up on a single action only pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns, when hip-fired, play a pump racking sound after each shot, even including the lever action 1887, break action Lupara and the semi auto 1100.&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca_37#Ithaca_37_.22Stakeout.22|Ithaca 37]] appears in-game as the &amp;quot;Cornell 40&amp;quot;, used by mid-game mobsters.&lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|350px|Ithaca Model 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 holding.jpg|thumb|none|600px|Lincoln prepares to breach the old bar with his Ithaca 37.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 aim.jpg|thumb|none|600px|Lincoln aims the Ithaca 37, although it's best for close encounters.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 1.jpg|thumb|none|600px|Sending a shell down range and launching a shell magically from the side.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 2.jpg|thumb|none|600px|Not questioning how he broke the mechanics of the Ithaca 37 to do that, Lincoln just stuffs shells into the tube.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 3.jpg|thumb|none|600px|Before closing it.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 world.jpg|thumb|none|600px|Lincoln looks down on the Ithaca 37.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] with an extended magazine tube appears as &amp;quot;Riot 550&amp;quot; and used by late-game mobsters.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|350px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 holding.jpg|thumb|none|600px|Lincoln gets up close and personal with his 500.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 aim.jpg|thumb|none|600px|Aiming his weirdly shiny boomstick, vaguely familiar to a 500 Mariner which would be anachronistic for the game's 1968~ setting.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 1.jpg|thumb|none|600px|Firing reveals, voila! A working bolt that moves when the pump is racked.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 2.jpg|thumb|none|600px|Having found his gun works, Lincoln tops his shotgun off.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 3.jpg|thumb|none|600px|Before closing the gun up for more work.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 world.jpg|thumb|none|600px|Lincoln uses his shotgun to interrogate another shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A &amp;quot;Barker 390&amp;quot; pump-action shotgun can be used and is commonly found with low level mobsters. It appears to be a [[Remington 870]], and not the Mossberg 500AT some have claimed it to be, by the rounded trigger guard and the shorter magazine cap.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|350px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]] &lt;br /&gt;
[[file:Mafia3 Remington 870 holding.jpg|thumb|none|600px|Lincoln takes his new-found 870 out for a spin.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 aim.jpg|thumb|none|600px|Lincoln aims the 870 at some dead mobsters.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 1.jpg|thumb|none|600px|Firing it reveals that the bolt and pumps do actually move.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 2.jpg|thumb|none|600px|Satisfied with sweeping some mafia goons away, Lincoln tops the gun off.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 3.jpg|thumb|none|600px|Before racking the pump.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 world.jpg|thumb|none|600px|Lincoln looks at a dropped 870, wondering why the gun is grey and blue at the same time.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1100==&lt;br /&gt;
The [[Remington Model 1100]] appears as the &amp;quot;Barker 1500 Tactical&amp;quot;, given as a favor by Cassandra during the fifth racket takeover.&lt;br /&gt;
[[File:1100 classicfield-1-.jpg|thumb|none|350px|Remington Model 1100 - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 holding.jpg|thumb|none|600px|Lincoln prepares to breach and clear with his new 1100.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 aim.jpg|thumb|none|600px|Lincoln aims his 1100, marveling at its slightly too large charging handle that wouldn't actually allow the shotgun to properly cycle.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 1.jpg|thumb|none|600px|Reloading by stuffing a shell in the tube.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 2.jpg|thumb|none|600px|Stuffing another one in.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 3.jpg|thumb|none|600px|And underhand racking of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 world.jpg|thumb|none|600px|Lincoln stares at the dropped shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-off double barrel shotgun==&lt;br /&gt;
The classic [[Sawed-off Double Barrel Shotgun|Lupara]] appears in-game as the &amp;quot;Lupara&amp;quot; as one of the two sidearm shotguns.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|350px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun holding.jpg|thumb|none|600px|Lincoln plays with his Lupara at the local dock union.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun aim.jpg|thumb|none|600px|Before threatening the local pipes with it.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 1.jpg|thumb|none|600px|Having blown them away, he breaks the gun open and spits out 2 shells.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 2.jpg|thumb|none|600px|Before loading one.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 3.jpg|thumb|none|600px|And the other.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun world.jpg|thumb|none|600px|Lincoln aims down at a former mafioso owned Lupara.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Barker 390 (Gator Skin)&amp;quot;==&lt;br /&gt;
Supposedly a customized variant of the &amp;quot;Barker 390&amp;quot; (Remington 870) shotgun in the base game, the shotgun that comes with the Family Kickback Pack appears to be a mash-up of the in-game Remington 870 (receiver, magazine, and barrel) and Mossberg 500 (safety, triggerguard, and furniture). The result is vaguely reminiscent of the (anachronistic) [[Mossberg 590]].&lt;br /&gt;
[[Image:Moss590A1.jpg|thumb|none|350px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special holding.jpg|thumb|none|600px|Lincoln sneaks around with his Gator gat.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special aim.jpg|thumb|none|600px|Aiming the Gator.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special world.jpg|thumb|none|600px|Lincoln uses his tactically camo'd bolt action to look upon the Gator, and see how it's more Mossberg than Remington.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A [[Winchester Model 1887]] resembling the configuration from ''[[Terminator 2]]'' is available for use in ''Mafia III'', and a rare sight with mid game mafia goons as a sidearm shotgun. Lincoln can flip-cock the gun in a manner similar to Arnold Schwarzenegger albeit with one thumb given the smaller lever loop. It appears as the &amp;quot;Elmwood 1925&amp;quot; with a special version with the Judge, Jury &amp;amp; Executioner Weapon Pack, the &amp;quot;Exterminatore&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|350px|Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 holding.jpg|thumb|none|600px|Lincoln prepares to fix the future in the past with his 1887.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 aim.jpg|thumb|none|600px|Lincoln aims the 1887 at Vito's long suffering restaurant.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 1.jpg|thumb|none|600px|Reloading by inserting a shell while cradling the gun in the open lever.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 2.jpg|thumb|none|600px|Popping a few more in.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 3.jpg|thumb|none|600px|Before closing the gun with a flick of a thumb.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 world.jpg|thumb|none|600px|Lincoln looks down at the 1887, noticing the normal lever loop.]]&lt;br /&gt;
===Exterminatore===&lt;br /&gt;
[[file:Mafia3Exterminatore.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Exterminatore&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Exterminatorereload.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Exterminatore&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Exterminatoreground.jpg|thumb|none|600px|The &amp;quot;Exterminatore&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta M12==&lt;br /&gt;
The [[Beretta M12]] appears in the game as &amp;quot;Carter M33-A&amp;quot;, rarely used by mid-game mafiosos.&lt;br /&gt;
[[File:Beretta M12.jpg|thumb|none|350px|Beretta M12 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 holding.jpg|thumb|none|600px|Lincoln watches the street with his M12.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 aim.jpg|thumb|none|600px|Lincoln aims the M12 at a distant street car.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 1.jpg|thumb|none|600px|Having poked it from far away, the reload begins with a mag removal.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 2.jpg|thumb|none|600px|Mag insertion.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 3.jpg|thumb|none|600px|And a rack of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 world.jpg|thumb|none|600px|While sneaking around a racket, Lincoln eyes up a dropped M12.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP54==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A3|Heckler &amp;amp; Koch MP54]] appears in-game, modeled on the very first MP5 prototype, the MP54. It appears in the game as &amp;quot;Deutsche M11B&amp;quot; and is acquired as a favor from Cassandra for the third racket takeover. While the MP54 isn't necessarily anachronistic, it was first adopted by the German Federal Police in 1966, which is two years prior to the game's setting, it's more or less anachronistic to see in the hands of random street thugs in 1968. The HUD icon wrongly displays the gun with folded stock and different muzzle.&lt;br /&gt;
[[file:H&amp;amp;K MP54.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP54 Earliest prototype of the H&amp;amp;K MP5 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 holding.jpg|thumb|none|600px|Lincoln holds his MP54, enjoying his new toy.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 aim.jpg|thumb|none|600px|Before threatening the brick work.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 1.jpg|thumb|none|600px|Reloading begins by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 3.jpg|thumb|none|600px|And grabbing the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 world.jpg|thumb|none|600px|Lincoln uses his AK to question this space age German thing.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] appears in-game as the &amp;quot;Trench 1938&amp;quot; and used heavily by early game enemies. With the &amp;quot;Family Kick-back&amp;quot; pre-order pack, a special version of the M1A1 was included called the &amp;quot;Trench 1938 Drum&amp;quot; , having a vertical grip much like the earlier M1921 Thompsons, but still built into the M1A1-style forestock. In the cutscene for the mission &amp;quot;''Fish need to eat''&amp;quot;, Vito is seen using a M1A1, despite using an [[AKM]] in gameplay. Some M1A1s are also seen used by Hmong fighters in a stock footage scene.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson holding.jpg|thumb|none|600px|Lincoln holds the Thompson while hiding outside Sammy's Bar.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson aim.jpg|thumb|none|600px|Lincoln aims down the road.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 1.jpg|thumb|none|600px|Before removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson world.jpg|thumb|none|600px|While in the middle of a fight, Lincoln stares down at a dropped Thompson.]]&lt;br /&gt;
[[file:Mafia III hmong fighters.jpg|thumb|none|600px|The two supposed Hmong fighters in the middle can be seen using M1A1 Thompsons.]]&lt;br /&gt;
===M1A1 Thompson with a drum magazine===&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum holding.jpg|thumb|none|600px|Lincoln holds the Thompson while hiding at the Dock Union, note the fact that the animations aren't changed for the grip.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum aim.jpg|thumb|none|600px|Lincoln aims the Thompson, wondering how the drum fits at all.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 1.jpg|thumb|none|600px|Before dropping the drum.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 2.jpg|thumb|none|600px|Shoving a new one in, against all the mechanics of the Thompson's drum.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 3.jpg|thumb|none|600px|And yanking the bolt.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum world.jpg|thumb|none|600px|Lincoln uses his sidearm to put this poor mutated M1A1 out of its misery.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 &amp;quot;Grease Gun&amp;quot;]] appears as the &amp;quot;M1N8&amp;quot;, used primarily by mobsters in the mid-game. A suppressed version is offered by Cassandra in the first racket takeover as a favor.&lt;br /&gt;
[[file:M3_Grease.jpg|thumb|none|350px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun holding.jpg|thumb|none|600px|Lincoln holds his Grease Gun while out in the Hollow.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun aim.jpg|thumb|none|600px|Lincoln aims the Grease Gun, revealing that its dust cover is closed, technically rendering it unable to fire.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 1.jpg|thumb|none|600px|Lincoln reloads by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun world.jpg|thumb|none|600px|Lincoln threatens one Grease Gun with another.]]&lt;br /&gt;
===OSS M3===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|OSS M3]].&lt;br /&gt;
[[File:OSS M3 Greas Gun.jpg|thumb|none|350px|OSS M3 with suppressor attached - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd holding.jpg|thumb|none|600px|Lincoln takes his suppressed version for a whirl.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd aim.jpg|thumb|none|600px|Lincoln aims the Grease Gun down the block.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 1.jpg|thumb|none|600px|Before doing the standard move of removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 2.jpg|thumb|none|600px|Inserting the new one.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 3.jpg|thumb|none|600px|And racking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd world.jpg|thumb|none|600px|Lincoln looks down upon one Grease Gun with another.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears as the &amp;quot;Suppressed Mk 1020&amp;quot;, given to Lincoln during the ''Faster, Baby!'' DLC and available to purchase from the Arms Dealer after finishing the final mission.&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 submachine gun with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 mac10 hold.jpg|thumb|none|600px|Hearing the winds cry Mary, Lincoln ducks for cover with his MAC-10.]]&lt;br /&gt;
[[file:Mafia3 mac10 aim.jpg|thumb|none|600px|Lincoln aims the MAC-10, with one hand.]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 1.jpg|thumb|none|600px|Reloading the MAC-10 by removing the empty mag...]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 2.jpg|thumb|none|600px|Inserting a new one...]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 3.jpg|thumb|none|600px|And locking the bolt back. Note it is actually modeled with an open bolt, which is a nice touch.]]&lt;br /&gt;
[[file:Mafia3 mac10 world.jpg|thumb|none|600px|Having been fooled by the UI image, Lincoln aims at his MAC-10 to make sure it isn't an anachronistic Cobray clone. Thankfully, it isn't. It's just weirdly big.]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in the game as the &amp;quot;Binya&amp;quot;, a late-game single handed SMG rarely wielded by mafiosos and in certain locations.&lt;br /&gt;
[[file:Uzi.jpg|thumb|350px|none|Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 uzi holding.jpg|thumb|none|600px|Lincoln holds his Uzi while running around an enemy racket.]]&lt;br /&gt;
[[file:Mafia3 uzi aim.jpg|thumb|none|600px|Lincoln aims the Uzi at a dead mafioso.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 1.jpg|thumb|none|600px|Before reloading by yanking the old mag out.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 2.jpg|thumb|none|600px|Putting the new one in.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 3.jpg|thumb|none|600px|And opening the bolt, revealing the Uzi is rendered with a moving bolt despite appearing as closed bolt in-game.]]&lt;br /&gt;
[[file:Mafia3 uzi world.jpg|thumb|none|600px|Lincoln gazes upon a dropped Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa._Vz.61_Skorpion#Sa._Vz._61_Skorpion|Sa. Vz.61 Skorpion]] appears in game as the &amp;quot;Czech Ver. Ba-65&amp;quot;, rarely used by mobsters in the early game and one of the first sidearm SMGs available for use.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion holding.jpg|thumb|none|600px|Lincoln sneaks around a racket with his Skorpion.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion aim.jpg|thumb|none|600px|Threatening the pipes with 20 rounds of .32 ACP.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 1.jpg|thumb|none|600px|After establishing dominance via .32, Lincoln reloads by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 2.jpg|thumb|none|600px|Stuffing a new one in.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 3.jpg|thumb|none|600px|And grabbing both charging handle nubs and giving them a yank.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion world.jpg|thumb|none|600px|While sneaking in a racket filled with enemies, Lincoln eyes up another Skorpion.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 76]] SMG appears in the game as the &amp;quot;Alfredsson M833&amp;quot; available from the Arms Dealer as a slower ROF alternative to the Thompson.&lt;br /&gt;
[[file:S&amp;amp;W_M76.jpg‎|thumb|350px|none|Smith &amp;amp; Wesson M76 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 holding.jpg|thumb|none|600px|Lincoln holds his 76 while hiding in the Hollow.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 aim.jpg|thumb|none|600px|Before aiming down the street at a nearby car.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 1.jpg|thumb|none|600px|Before removing the magazine.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 world.jpg|thumb|none|600px|Lincoln uses his Ithaca to do the talking to the S&amp;amp;W.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] appears in-game as the &amp;quot;Pasadena AR30&amp;quot; and serves as the automatic weapon of choice for late game mafia goons. It's a mixture of both AKM and AK-47 parts, such as an AK-47 pistol grip, slab-side handguard and milled receiver but an AKM front sight post, gas block and ribbed receiver cover. A version painted black with tribal markings appears as the &amp;quot;Black Sacrament&amp;quot;, rewarded for completing the ''Signs Of The Times'' DLC.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|350px|AKM - 7.62x39mm]]&lt;br /&gt;
[[file:Mafia3 AK-47 holding.jpg|thumb|none|600px|Lincoln holds the AKM while sneaking around Vito's dockside restaurant.]]&lt;br /&gt;
[[file:Mafia3 AK-47 aim.jpg|thumb|none|600px|Lincoln aims the AKM, note the safety selector smack on safe.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 1.jpg|thumb|none|600px|That doesn't stop him from reloading by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 2.jpg|thumb|none|600px|Racking a new one in.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 3.jpg|thumb|none|600px|And doing the underhand technique 50 years before it'd be popular.]]&lt;br /&gt;
[[file:Mafia3 AK-47 world.jpg|thumb|none|600px|Lincoln gazes upon the AKM, giving us a good view of its weird kit bashing.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
The [[M16A1|Colt M16A1]] appears in-game as the &amp;quot;Stromer .223&amp;quot; as a favor from Burke during the fifth racket takeover or in a CIA Safehouse in the ''Stones Unturned'' DLC.&lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|350px|Colt M16A1 with 30 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Mafia3 m16 holding.jpg|thumb|none|600px|Lincoln holds the M16A1 while running through the urban jungle.]]&lt;br /&gt;
[[file:Mafia3 m16 aim.jpg|thumb|none|600px|Lincoln aims the M16 at a menacing piece of asphalt.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 1.jpg|thumb|none|600px|Lincoln reloads the M16 by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 2.jpg|thumb|none|600px|Grabbing one off of his persons.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 3.jpg|thumb|none|600px|Before inserting a new one and presumably hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] appears as the &amp;quot;Hartmann .30&amp;quot; and is commonly used by mafia goons in the early game. It appears without a bayonet lug, common on early civilian pattern guns such as Universal Firearms carbines. A heavily embellished version comes with the Judge, Jury and Executioner Weapon Pack, known as the &amp;quot;Praecisione .30&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
One also appears in the hands of a Hmong fighter in stock footage.&lt;br /&gt;
[[File:AutoOrdM1Carbine.jpg|thumb|none|350px|The Modern Manufactured version of the M1 Carbine, with standard stock, from Auto-Ordnance (affiliated with Kahr Arms and Thompson Arms) - .30 Carbine]] &lt;br /&gt;
[[file:Mafia3 M1 Carbine holding.jpg|thumb|none|600px|Lincoln skulks in the Hollow with his other M1.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine aim.jpg|thumb|none|600px|Lincoln aims the M1 Carbine, revealing the Korean War pattern rear sight with no bayonet lug, a common sight for Universal carbines of the era.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 1.jpg|thumb|none|600px|Having just shot a random pedestrian, Lincoln reloads by yanking the mag out.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 2.jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 3.jpg|thumb|none|600px|And yanking the charging handle in an overhand technique.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine world.jpg|thumb|none|600px|Lincoln interrogates an M1 Carbine, letting us get a good look.]]&lt;br /&gt;
[[file:Mafia III hmong fighters.jpg|thumb|none|600px|One of the two Hmong fighters on the far left can be seen with an M1 Carbine.]]&lt;br /&gt;
===Praecisione .30===&lt;br /&gt;
[[file:Mafia3Praecisione.30aim.jpg|thumb|none|600px|Lincoln aiming his &amp;quot;Praecisione .30&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Praecisione.30reload.jpg|thumb|none|600px|Reloading the Praecisione .30&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Praecisione_.30.jpg|thumb|none|600px|Lincoln examines his &amp;quot;Praecisione .30&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
A [[M1_Garand#M1_Garand|M1 Garand]] appears in-game as the &amp;quot;Mayweather .30&amp;quot; and commonly found on mid-game NPCs. Oddly the weapons description claims it replaced the in-game M1 Carbine analogue, rather than having both serve side by side like in real life.&lt;br /&gt;
Some Garands are also seen used by US Army soldiers in stock footage during a cutscene explaining Father James's backstory.  &lt;br /&gt;
[[file:M1 Garand.jpg|thumb|none|350px|M1 Garand - .30-06]]&lt;br /&gt;
[[file:Mafia3 m1 garand holding.jpg|thumb|none|600px|Lincoln holds his M1 while skulking around Vito's restaurant.]]&lt;br /&gt;
[[file:Mafia3 m1 garand aim.jpg|thumb|none|600px|Lincoln aims the M1 at a heavily shot piece of wall.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 1.jpg|thumb|none|600px|Reloading the M1 by yanking the charging handle open in a slightly uncomfortable looking underhand move.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 2.jpg|thumb|none|600px|Grabbing a spent clip.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 3.jpg|thumb|none|600px|And stuffing it into the rifle to threaten his Kaiser Darrin (known as the De'Leo Kashmir in-game).]]&lt;br /&gt;
[[file:Mafia3 m1 garand world.jpg|thumb|none|600px|Lincoln uses his AK to interrogate the M1 about its magical disappearing sling.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14_Rifle#M14_Rifle|M14]] appears as the &amp;quot;Automat SG&amp;quot; and is used by late-game mobsters although it does spawn in a few early game locations. It's notable for using its own separate ammo type, so you can only get ammo from other M14s with it. &lt;br /&gt;
&lt;br /&gt;
Despite not appearing in the game in any form, John Donovan mention the XM21 semiautomatic variant, by name.&lt;br /&gt;
[[file:M14Rifle.jpg|thumb|none|350px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 M14 holding.jpg|thumb|none|600px|Lincoln holds the M14 while hiding around Sammy's Bar.]]&lt;br /&gt;
[[file:Mafia3 M14 aim.jpg|thumb|none|600px|Lincoln aims the M14 after shooting another random pedestrian.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 1.jpg|thumb|none|600px|After a job well done, he treats his M14 by taking the mag out with some good trigger discipline.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 3.jpg|thumb|none|600px|And racking the bolt.]]&lt;br /&gt;
[[file:Mafia3 M14 world.jpg|thumb|none|600px|After one too many crimes against passersby, Lincoln ditches his M14, letting us take a look at its magically disappearing sling.]]&lt;br /&gt;
===M14 with night vision sight===&lt;br /&gt;
An M14 fitted with a AN/PVS2 Starlight scope appears as a sniper rifle, the &amp;quot;Hawk 4540 Night Vision&amp;quot; as a favor from Vito for the fifth racket takeover.&lt;br /&gt;
[[file:Mafia3 m14 nvs holding.jpg|thumb|none|600px|Lincoln holds his sniper M14 after completing the favor.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 1.jpg|thumb|none|600px|Lincoln aims the M14 in normal iron sight mode.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 2.jpg|thumb|none|600px|Before switching to the sniper mode and remembering it's a night vision scope. This reticle is shared by all scoped weapons in-game.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 1.jpg|thumb|none|600px|Having just melted his retinas by peering down a night vision scope in the middle of a bright New Orleans afternoon, he decides that reloading is a good idea.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 2.jpg|thumb|none|600px|Rummaging for a new mag.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 3.jpg|thumb|none|600px|Before putting it in and giving the handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk III (unusable)==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk. III]] appear in stock footage in the hands of some Irish soldiers in a cutscene about Burke's backstory.&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee Enfield No.1 Mk III -.303 British]]&lt;br /&gt;
[[file:Mafia III lee enfield.jpg|thumb|none|600px|The Lee-Enfields being held by Irish soldiers during the Irish Civil War.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Springfield M1903A1==&lt;br /&gt;
The [[M1903_Springfield#M1903A1_Springfield_Rifle|Springfield M1903A1]] appears in-game as the &amp;quot;Mayweather M04A3&amp;quot; and is commonly used by Racket Enforcers in the mid-game. &lt;br /&gt;
[[file:M1903A1Springfield.jpg|thumb|none|350px|Springfield M1903A1 - .30-06]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 holding.jpg|thumb|none|600px|Lincoln takes his new Springfield out for a test by Vito's place.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 1.jpg|thumb|none|600px|Lincoln aims the Springfield M1903A1 normally.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 2.jpg|thumb|none|600px|And with the scope, inaccurate for the M84 scope attached to the gun.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 1.jpg|thumb|none|600px|Despite that, Lincoln decides to feed it some fresh .30-06 by opening the bolt.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 3.jpg|thumb|none|600px|Feeding some rounds out of his pocket.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 2.jpg|thumb|none|600px|And closing it when he's done.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 world.jpg|thumb|none|600px|Lincoln stares at the scoped M1903A1 with his Model 70.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40|Tokarev SVT-40]] appears as the &amp;quot;Viper 55&amp;quot;, used by late game Racket Enforcers.&lt;br /&gt;
[[File:SVT-40 Sniper.jpg|thumb|none|350px|Tokarev SVT-40 with PU sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 holding.jpg|thumb|none|600px|Lincoln sneaks onto a construction yard with his SVT.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 1.jpg|thumb|none|600px|Lincoln aims the SVT at his most powerful enemy yet, lumber.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 2.jpg|thumb|none|600px|The scope view, same overly elaborate reticle as before.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 1.jpg|thumb|none|600px|Having vanquished the foe with 7.62x54R, Lincoln reloads by yanking the mag out.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 2.jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 3.jpg|thumb|none|600px|Before tilting the gun over and yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 world.jpg|thumb|none|600px|The SVT on the ground, as Lincoln considers a weapon swap.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in-game as the &amp;quot;Manitou Model 67&amp;quot; as the primary weapon of Racket Enforcers in the early game. A special version appears with camo wrapping with the Family Kickback DLC, fittingly named the &amp;quot;Camo Model 67&amp;quot;.&lt;br /&gt;
[[file:Pre64WinModel70.jpg|thumb|none|350px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 holding.jpg|thumb|none|600px|Lincoln holds the Model 70, having liberated it from its mafia-affiliated owner.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 1.jpg|thumb|none|600px|Lincoln aims at some menacing pipework with the Model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 2.jpg|thumb|none|600px|Before using the scope to watch over his car.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 1.jpg|thumb|none|600px|Having confirmed his car is safe, he reloads by opening the bolt.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 3.jpg|thumb|none|600px|Popping in some new rounds.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 2.jpg|thumb|none|600px|And closing the bolt.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 world.jpg|thumb|none|600px|Lincoln eyes up a randomly spawned Model 70.]]&lt;br /&gt;
===Winchester Model 70 Camo Version===&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special holding.jpg|thumb|none|600px|Lincoln sneaks with his tactically camo'd Model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special aim.jpg|thumb|none|600px|Lincoln aims his sneakily wrapped up rifle.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special world.jpg|thumb|none|600px|Looking it over with his handy Ithaca, the camo mostly consisting of tan and olive green straps.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2 Heavy Barrel==&lt;br /&gt;
The [[Browning M2 Heavy Barrel]] appears in-game in the ''Stones Unturned'' DLC as part of mounted turrets found during the DLC's campaign. One can also be mounted to the Mohican Scout truck. In the base game, they can be seen mounted on M3 Half Tracks in stock footage during a cutscene explaining Father James's backstory.  &lt;br /&gt;
[[file:BrowningM2 plain.jpg|thumb|none|350px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[file:Mafia3 M2HB 1.jpg|thumb|none|600px|Having survived a gun fight, Lincoln eyes up a mounted M2.]]&lt;br /&gt;
[[file:Mafia3 M2HB 2.jpg|thumb|none|600px|Ignoring Donovan, he &amp;quot;takes aim&amp;quot; with the turret.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR (unusable)==&lt;br /&gt;
In a stock footage scene explaining John Donovan's activities in South East Asia, we can see a Hmong fighter holding a [[BAR|M1918A2 BAR]].&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px||M1918A2 Browning Automatic Rifle without carry handle - .30-06 Springfield]]&lt;br /&gt;
[[File:Mafia III hmong fighters.jpg|thumb|none|600px|The Hmong fighter on the right can be seen holding the M1918A2 BAR, with the variant being easily identified by the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60_machine_gun#M60_Machine_Gun|M60]] appears as the &amp;quot;Hartmann 7.62&amp;quot;, first used during the prologue robbery on the Federal Reserve and finally as Vito's favor for the final racket takeover.&lt;br /&gt;
[[file:M60GPMG.jpg|thumb|none|350px|M60 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 m60 holding.jpg|thumb|none|600px|Lincoln is reunited with an old friend from Vietnam.]]&lt;br /&gt;
[[file:Mafia3 m60 aim.jpg|thumb|none|600px|Lincoln aims his M60 at a particular piece of siding.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 1.jpg|thumb|none|600px|Reloading The Pig begins with a yank of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 2.jpg|thumb|none|600px|Opening the top cover...]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 3.jpg|thumb|none|600px|And seating a fresh belt.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade|M67 hand grenade]] appears in-game as the &amp;quot;Frag Grenade&amp;quot;, acquired with the first level of &amp;quot;IRA Bomber&amp;quot; and frequently dropped by mid to late game NPCs.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[file:Mafia3 M67 hand grenade 1.jpg|thumb|none|600px|Using a scope to stare at a M67 and a cash wad dropped by a dead mafioso.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 grenades==&lt;br /&gt;
One of the cutscene talking about Vito Scaletta shows a picture of him in the Army during WWII with an [[Mk 2 hand grenade]] affixed to his uniform, with the picture taken from ''[[Mafia II]]''.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|130px|none|Mk 2 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 charges appear in-game when Lincoln rigs up certain objects in enemy rackets to blow. Actual charges can be acquired after acquiring the second level of the &amp;quot;IRA Bomber&amp;quot; perk.&lt;br /&gt;
[[file:Mafia3 C4 1.jpg|thumb|none|600px|Lincoln points his F1 at a C4 block rigged on some filing cabinets.]]&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
Dynamite appears in certain black market shipments found in rackets in-game.&lt;br /&gt;
[[File:Dynamite bundle.jpg|thumb|none|500px|A bundle of German WWII-Era dynamite with fuse]]&lt;br /&gt;
[[file:Mafia3 dynamite.jpg|thumb|none|600px|Eyeing up some classic dynamite bundles in a crate.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Mine==&lt;br /&gt;
An unknown Mine was added with the ''Stones Unturned'' DLC.&lt;br /&gt;
[[file:Mafia3Mine.jpg|thumb|none|600px|The Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]] appears as the &amp;quot;GL KORSKY&amp;quot;, added with the ''Stones Unturned'' DLC.&lt;br /&gt;
[[file:China Lake.jpg|thumb|none|350px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 China Lake hold.jpg|thumb|none|600px|Having cleaned out a bootlegger's shack for Burke, Jimi Clay takes cover with his China Lake.]]&lt;br /&gt;
[[file:Mafia3 China Lake aim.jpg|thumb|none|600px|Lincoln aims the China Lake, sharing the same crosshair as the later-mentioned M79.]]&lt;br /&gt;
[[file:Mafia3 China Lake rel 1.jpg|thumb|none|600px|Having opted to remove his car from existence, Lincoln sends a 40mm its way and racks the action.]]&lt;br /&gt;
[[file:Mafia3 China Lake rel 2.jpg|thumb|none|600px|Before stuffing another round into the tube.]]&lt;br /&gt;
[[file:Mafia3 China Lake world.jpg|thumb|none|600px|With his mode of transportation deleted, he takes the time to look at the rather shiny model of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==M72A1 LAW==&lt;br /&gt;
The [[M72 LAW]] appears as the &amp;quot;Hartmann AT-40&amp;quot; as Cassandra's final favor for the last racket in-game, although it does appear in the Royal Hotel before that.&lt;br /&gt;
[[file:M72A2LAW.jpg|thumb|none|350px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW holding.jpg|thumb|none|600px|Lincoln sneaks around Sammy's Bar with a very un-sneaky rocket launcher.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW aim.jpg|thumb|none|600px|Lincoln aims the M72A1 LAW down the block.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW world.jpg|thumb|none|600px|Before threatening the spent tube with his suppressed M1911.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] appears as the &amp;quot;Hartmann HLP&amp;quot;, acquired through Burke's final favor for the last racket.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher holding.jpg|thumb|none|600px|Lincoln holds his new toy outside the old bar.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher aim.jpg|thumb|none|600px|Lincoln aims his M79 ready to wreak some havoc.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 1.jpg|thumb|none|600px|Reloading by yanking out the old shell.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 2.jpg|thumb|none|600px|Grabbing...]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 3.jpg|thumb|none|600px|And inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] appears as the &amp;quot;RPG KORSKY&amp;quot;, added with the ''Stones Unturned'' DLC. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:Mafia3 rpg7 hold.jpg|thumb|none|600px|Back in-town, Lincoln takes his final toy from the previous adventure out for a spin.]]&lt;br /&gt;
[[file:Mafia3 rpg7 aim.jpg|thumb|none|600px|Lincoln aims the RPG-7, for some reason gripping the middle of the tube.]]&lt;br /&gt;
[[file:Mafia3 rpg7 rel 1.jpg|thumb|none|600px|Not that it hampers his aim, as he grabs another PG-7VM rocket.]]&lt;br /&gt;
[[file:Mafia3 rpg7 rel 2.jpg|thumb|none|600px|And just stuffs it into the breech.]]&lt;br /&gt;
[[file:Mafia3 rpg7world.jpg|thumb|none|600px|RPG-7 on the ground, showing off its weirdly thin profile.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1637290</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1637290"/>
		<updated>2023-12-22T16:59:24Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Beretta M9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder but otherwise increases them. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
A [[Remington 1858 New Army]] is unlocked at rank 58 and it incorrectly fires .357 Magnum. The description states the weapon to be a modern reproduction of a &amp;quot;vintage American ball-and-cap revolver&amp;quot;, which explains the caliber choice and removable cylinder design. The rounds are missing from the cylinder.&lt;br /&gt;
&lt;br /&gt;
The weapon is depicted as double-action rather than single-action, although the player character does make a motion that resembles cocking the hammer after firing. The weapon can be fan fired to increase the rate of fire.&lt;br /&gt;
&lt;br /&gt;
It can be modified to use snakeshot ammunition.&lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] appears as the &amp;quot;Redhawk 44&amp;quot;, firing .44 Magnum. It can equip a stock, called the &amp;quot;KAC Stock&amp;quot;, and the weapon is unlocked at rank 83.&lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1636921</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1636921"/>
		<updated>2023-12-20T17:28:44Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Heckler &amp;amp; Koch UMP45 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
Replacing the Special Ops (and by extension, DMZ) mode from its prequel, ''Modern Warfare III'' is the first ''Modern Warfare'' series game to feature Zombies as one of its playable modes developed by Treyarch.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare III'' continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the &amp;quot;Weapon Platform&amp;quot; system introduced in ''MWII'' cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). &lt;br /&gt;
&lt;br /&gt;
Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from ''MWII'' by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated (while seemingly avoiding hitting the hammer).]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the &amp;quot;XTEN TX-12 Handstop&amp;quot;, the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
&lt;br /&gt;
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Mid-Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on &amp;quot;Favela&amp;quot;.]]&lt;br /&gt;
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]&lt;br /&gt;
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]&lt;br /&gt;
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]]	&lt;br /&gt;
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]&lt;br /&gt;
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]&lt;br /&gt;
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the &amp;quot;Rival-C Clearshot Barrel&amp;quot; gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the &amp;quot;Rival IGS-800 Barrel&amp;quot; gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]&lt;br /&gt;
===CZ Scorpion Evo 3 S1 Carbine===&lt;br /&gt;
Added in Season 1, the &amp;quot;JAK Headhunter Carbine Kit&amp;quot; gives the weapon a 16&amp;quot; barrel with a large muzzle brake (though the latter can be swapped for other muzzle devices) and a Manticore Arms-esque M-LOK handguard (albeit with a gap under the top rail reminiscent of the [[Heckler &amp;amp; Koch G36C]]'s carrying handle), along with the same 3D-printed/carbon-fiber appearance as the other JAK conversions; gameplay-wise, it improves the weapon's range, muzzle velocity, controllability, and damage at the cost of handling, and swaps its full-auto fire mode for 3-round burst (despite the fire selector remaining in the same position).&lt;br /&gt;
&lt;br /&gt;
Interestingly, this particular conversion has more real-world basis than any other in the game: there is an actual 3D-printable Scorpion Evo 3 file package available, the AWCY? Scz0rpion EVO, which can include M-LOK handguards of varying lengths; at least one version was built into a select-fire SMG (legally, by a registered SOT) using a factory S/1/3/A trigger pack, though no known examples are restricted to burst fire exclusively (whatever &amp;quot;known&amp;quot; means in the context of home-manufacturable firearms).&lt;br /&gt;
[[File:Scorpion evo 3 15 cal.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine (early model) with Manticore Arms 15&amp;quot; M-LOK handguard - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; or &amp;quot;Mag Holster&amp;quot; gear, the operator simply thumbs the bolt release instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; in an official image.]]&lt;br /&gt;
[[File:Microuziextendedstock.jpg|thumb|none|450px|IMI Micro Uzi with stock extended - 9x19mm]]&lt;br /&gt;
[[File:MWIII MicroUzi stockc.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; fitted with the folding &amp;quot;Rampart-IV&amp;quot; stock.]]&lt;br /&gt;
[[File:MWIII MicroUzi 01 equip.jpg|thumb|none|600px|Operator &amp;quot;Doc&amp;quot; chambering the Micro Uzi with her left hand when first equipping it.]]&lt;br /&gt;
[[File:MWIII MicroUzi 02 Equip.jpg|thumb|none|600px|When using the &amp;quot;Rampart-IV&amp;quot; stock, the operator instead unfolds the stock with their left hand.]]&lt;br /&gt;
[[File:MWIII MicroUzi 03 idle.jpg|thumb|none|600px|Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the ''Modern Warfare'' reboot series.]]&lt;br /&gt;
[[File:MWIII MicroUzi 04 sights.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII MicroUzi 05 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII MicroUzi 06 reload2.jpg|thumb|none|600px|Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII MicroUzi 07 equip.jpg|thumb|none|600px|The operator flicking the safeties off two Micro Uzis when first equipping them.]]&lt;br /&gt;
[[File:MWIII MicroUzi 08 idle.jpg|thumb|none|600px|Idle with the SMGs. They can be fitted with the folding stock options even in this form.]]&lt;br /&gt;
[[File:MWIII MicroUzi 09 reload.jpg|thumb|none|600px|Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.]]&lt;br /&gt;
[[File:MWIII MicroUzi 10 akimboc.jpg|thumb|none|600px|&amp;quot;Doc&amp;quot; with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII UziPro 01 equip.jpg|thumb|none|600px|Chambering the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII UziPro 02 idle.jpg|thumb|none|600px|Holding the Uzi Pro.]]&lt;br /&gt;
[[File:MWIII UziPro 03 aim.jpg|thumb|none|600px|The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the [[Mini Uzi]] in ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:MWIII UziPro 04 reload1.jpg|thumb|none|600px|Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.]]&lt;br /&gt;
[[File:MWIII UziPro 05 reload2.jpg|thumb|none|600px|Cocking the side mounted charging handle on empty.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII UziPro 06 akimbo1.jpg|thumb|none|600px|Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.]]&lt;br /&gt;
[[File:MWIII UziPro 07 akimbo2.jpg|thumb|none|600px|Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.]]&lt;br /&gt;
[[File:MWIII UziPro 08 akimbo3.jpg|thumb|none|600px|Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the &amp;quot;Hardened 9mm&amp;quot; rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch. Perhaps the weapon was originally intended to be a [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] but was changed during production. &lt;br /&gt;
&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SMG9 01 equip.jpg|thumb|none|600px|HK slapping the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII SMG9 02 idle.jpg|thumb|none|600px|Idle. Visually most of the gun remains the same as its SMG-45 incarnation in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare 2019'']]...]]&lt;br /&gt;
[[File:MWIII SMG9 03 aim.jpg|thumb|none|600px|...including the Magpul MBUS Pro sights.]]&lt;br /&gt;
[[File:MWIII SMG9 04 reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MWIII SMG9 05 reload2.jpg|thumb|none|600px|Locking the charging handle back on empty...]]&lt;br /&gt;
[[File:MWIII SMG9 06 reload3.jpg|thumb|none|600px|...and gently releasing it into battery after changing the magazine.]]&lt;br /&gt;
[[File:MWIII SMG9 07 reload4.jpg|thumb|none|600px|About to thumb the bolt release for the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|400px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:MWIII SMG9 stock.jpg|thumb|none|600px|Fitting the &amp;quot;Lachmann MK2 Light Stock&amp;quot; gives the SMG its proper stock. This particular build is based on [[https://xtremegunsandammo.com/shop/rifles-for-sale/lwrc-rifles-for-sale/lwrc-class-3-weapons/lwrc-smg-45 this image]].]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]'') Unlike the weapon that was featured in ''MW2019'', it lacks the side-mounted grip. A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]]	&lt;br /&gt;
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on &amp;quot;Estate&amp;quot;.]]	&lt;br /&gt;
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]&lt;br /&gt;
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]&lt;br /&gt;
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the &amp;quot;Fast Hands&amp;quot; empty reload, operator uses their right index finger to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the &amp;quot;M4 Platform &amp;quot;, most of the animations are shared with the &amp;quot;M4&amp;quot; from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the &amp;quot;Bruen Heavy Support Grip&amp;quot; with the &amp;quot;Kilo Short Barrel&amp;quot;, the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).&lt;br /&gt;
&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the &amp;quot;Riveter&amp;quot; on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]&lt;br /&gt;
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]&lt;br /&gt;
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the &amp;quot;tac-stance&amp;quot; to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]&lt;br /&gt;
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]&lt;br /&gt;
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]]	&lt;br /&gt;
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the &amp;quot;Fast Hands&amp;quot; reload, the operator thumbs the bolt release on empty instead.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]&lt;br /&gt;
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]&lt;br /&gt;
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]&lt;br /&gt;
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the &amp;quot;Fast Hands&amp;quot; reload instead. Note the &amp;quot;NT Quietus&amp;quot; integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]&lt;br /&gt;
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]&lt;br /&gt;
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; or &amp;quot;Gunner Vest&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|An official image of the left side view of the ACR in .450]]&lt;br /&gt;
[[File:MWIII BushACR450.jpg|thumb|none|600px|A &amp;quot;Sidewinder&amp;quot; in-game modified to resemble the ACR in the above image.]]&lt;br /&gt;
[[File:MWIII ACR450 01 idle.jpg|thumb|none|600px|The .450 ACR out on Rust.]]&lt;br /&gt;
[[File:MWIII ACR450 02 aim.jpg|thumb|none|600px|Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.]]&lt;br /&gt;
[[File:MWIII ACR450 03 inspect.jpg|thumb|none|600px|Checking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.]]&lt;br /&gt;
[[File:MWIII ACR450 04 reload1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[File:MWIII ACR450 05 reload1.jpg|thumb|none|600px|Flicking out the spent magazine on empty...]]&lt;br /&gt;
[[File:MWIII ACR450 06 reload2.jpg|thumb|none|600px|...and tugging the charging handle after loading a new one.]]&lt;br /&gt;
[[File:MWIII ACR450 07 reload3.jpg|thumb|none|600px|The operator about to (incorrectly) push the bolt release up. The real ACR bolt release is pushed down when releasing the bolt; moving the bolt release upwards locks the bolt in place. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR). In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
[[File:MWIII ACRDMR 01 equip.jpg|thumb|none|600px|Checking the chamber when first equipping/when inspecting the ACR DMR.]]&lt;br /&gt;
[[File:MWIII ACRDMR 02 idle.jpg|thumb|none|600px|Holding the rifle in front of a fazenda.]]&lt;br /&gt;
[[File:MWIII ACRDMR 03 aim.jpg|thumb|none|600px|Using the flip-sights.]]&lt;br /&gt;
[[File:MWIII ACRDMR 04 reload1.jpg|thumb|none|600px|Chamging the small magazines which somehow contain 20 rounds of 6.8x51mm.]]&lt;br /&gt;
[[File:MWIII ACRDMR 05 reload2.jpg|thumb|none|600px|Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the &amp;quot;Fast Hands&amp;quot; reload).]]&lt;br /&gt;
[[File:MWIII ACRDMR 06 reload3.jpg|thumb|none|600px|Pulling the folding charging handle. When using a scope, the operator's hand will sometimes clip into the side of the scope.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|The Bren 2 DMR in-game on Quarry.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the FAMAS. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]&lt;br /&gt;
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|The FAMAS in multiplayer, on Karachi. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]&lt;br /&gt;
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]&lt;br /&gt;
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]&lt;br /&gt;
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the &amp;quot;Fast Hands&amp;quot; empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]&lt;br /&gt;
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:MWIII FAMAS F1 FAMAS Valorise.jpg|thumb|none|600px|Pham Lan Minh with a FAMAS F1 and  [[FAMAS Valorisé]].]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]&lt;br /&gt;
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game &amp;quot;Holger&amp;quot; weapon family.]]&lt;br /&gt;
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]&lt;br /&gt;
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]&lt;br /&gt;
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]&lt;br /&gt;
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The Holger 556 can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII G36C.jpg|thumb|none|600px|A &amp;quot;Holger 556&amp;quot; with the alternate barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot; in an official image.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII MG36.jpg|thumb|none|600px|The modified &amp;quot;Holger 26&amp;quot; in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]&lt;br /&gt;
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]&lt;br /&gt;
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]&lt;br /&gt;
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]&lt;br /&gt;
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]&lt;br /&gt;
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]&lt;br /&gt;
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the SL8.]]&lt;br /&gt;
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, &amp;quot;Byline&amp;quot; brings her SL8 to work.]]&lt;br /&gt;
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]&lt;br /&gt;
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]&lt;br /&gt;
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]&lt;br /&gt;
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the &amp;quot;Fast Hands&amp;quot; empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the &amp;quot;RAM-7&amp;quot;.]]&lt;br /&gt;
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Charging the Tavor upon spawning in.]]&lt;br /&gt;
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the CTAR-21 in Mykonos, Greece, hoping that his wife won't find out.]]&lt;br /&gt;
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]&lt;br /&gt;
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]&lt;br /&gt;
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the &amp;quot;Fast Hands&amp;quot; reloads.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-56&amp;quot; (originally &amp;quot;DG-58&amp;quot;, but renamed following the release of Season 1). Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-56&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The DG-56 in an official render, known as the &amp;quot;DG-58&amp;quot; back then. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-56&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-56 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the pound the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game. The &amp;quot;Pro-99 Long Barrel&amp;quot; gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the &amp;quot;Tac-Brute Suppressed Barrel&amp;quot; gives the rifle an integrated suppressor, similar in idea to the GOPAK.&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot; in an official image. The barrel is relocated to where an AK's gas system would be, which raises the question of how it still manages to feed rounds from regular AK magazines that seat below the new turnbolt chamber.]]&lt;br /&gt;
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the turnbolt AK when first equipping it.]]&lt;br /&gt;
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the &amp;quot;Longbow&amp;quot; in a bunker.]]&lt;br /&gt;
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]&lt;br /&gt;
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]&lt;br /&gt;
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]&lt;br /&gt;
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the &amp;quot;Fast Hands&amp;quot; empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the &amp;quot;Pro 99-Long Barrel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the &amp;quot;XRK Stalker&amp;quot;.]]&lt;br /&gt;
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the CDX-50.]]&lt;br /&gt;
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]&lt;br /&gt;
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]&lt;br /&gt;
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an &amp;quot;empty&amp;quot; magazine for the &amp;quot;Fast Hands&amp;quot; reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]&lt;br /&gt;
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;. The default scope uses the iconic scope_overlay_m40a3 reticle.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator &amp;quot;Alpine&amp;quot; holding the Steyr HS .50 in Derailed's winter wonderland.]]	&lt;br /&gt;
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]	&lt;br /&gt;
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]&lt;br /&gt;
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]]	&lt;br /&gt;
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty &amp;quot;Fast Hands&amp;quot; reload. Note the &amp;quot;Tempus Aura Heavy Barrel&amp;quot; barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]&lt;br /&gt;
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]]	&lt;br /&gt;
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the &amp;quot;Stippled Grip Cover&amp;quot; attachment, which apparently covers the tape, even though it just removes the modification.&lt;br /&gt;
&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]&lt;br /&gt;
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]&lt;br /&gt;
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]&lt;br /&gt;
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]&lt;br /&gt;
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]&lt;br /&gt;
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]&lt;br /&gt;
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]&lt;br /&gt;
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]&lt;br /&gt;
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]&lt;br /&gt;
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]&lt;br /&gt;
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]&lt;br /&gt;
[[File:M249E1.jpg‎|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]&lt;br /&gt;
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg‎|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured &amp;quot;Ivanov Bluff Heavy Stock&amp;quot; gives the machine gun a stylized version of the 6P41 stock, while another option called the &amp;quot;Stovl Conqueror-V Stock&amp;quot; gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot;, which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as like with the &amp;quot;Fast Hands&amp;quot; reload, the operator now racks the bolt at the end of the process instead of in the beginning.  &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]	&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]]	&lt;br /&gt;
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|&amp;quot;Zero&amp;quot; holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]&lt;br /&gt;
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]&lt;br /&gt;
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]]	&lt;br /&gt;
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]]	&lt;br /&gt;
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]&lt;br /&gt;
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The carbon-fiber/3D-printed &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the &amp;quot;Drill Charge&amp;quot; and reused the GP-25 like for the other AK family weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MWIII Burrow 500 01.jpg|thumb|none|600px|The grenade launcher from ''Wish.com'' mounted on the AN-94n't.]]&lt;br /&gt;
[[File:MWIII Burrow 500 02.jpg|thumb|none|600px|Other side and front.]]&lt;br /&gt;
[[File:MWIII Burrow 500 03.jpg|thumb|none|600px|Idle with the launcher. It shares most of its animations with the FN40GL from ''MWII''.]]&lt;br /&gt;
[[File:MWIII Burrow 500 04.jpg|thumb|none|600px|The rear appears to have a standalone stock mount.]]&lt;br /&gt;
[[File:MWIII Burrow 500 05.jpg|thumb|none|600px|Checking the load. Note that since the animations are shared with the FN40GL, the inspect animation is the same. This means that even after using all 40mm drill charges, the top of one can still be seen when inspecting. This is due to the launcher not having the extra section in the tube which hides the top of the round on the FN40GL.]]&lt;br /&gt;
[[File:MWIII Burrow 500 06.jpg|thumb|none|600px|Dumping a spent casing.]]&lt;br /&gt;
[[File:MWIII Burrow 500 07.jpg|thumb|none|600px|Loading a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] returns from ''Modern Warfare II'', again called the &amp;quot;RGL-80&amp;quot;. This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight.&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
New and missing entries for explosives will be featured here, while ones returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' won't be included and instead can be found on that page.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermobaric Grenade&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scatter Mine&amp;quot; Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Line Launcher&amp;quot; fictionalized REBS Standard Launcher==&lt;br /&gt;
In the opening level, &amp;quot;Operation 627&amp;quot;, Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the [https://helixoperations.com/Tactical/Products/Grapnel-Launchers/REBS-Standard-Launcher REBS Standard Launcher]. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.&lt;br /&gt;
&lt;br /&gt;
[[File:REBS Standard Launcher.jpg|thumb|none|450px|A REBS Standard Launcher without grapple hook]]&lt;br /&gt;
[[File:MWIII LauncherG 01.jpg|thumb|none|600px|Konni frogmen with the launchers attached to their diver propulsion vehicles.]]&lt;br /&gt;
[[File:MWIII LauncherG 02.jpg|thumb|none|600px|Ivan Alexxeve with his launcher. Note the unused picatinny rail on the top of the launcher. The text on the side has the text &amp;quot;&amp;lt;-18,81-&amp;gt;&amp;quot;, although it is unknown what it stands for.]]&lt;br /&gt;
[[File:MWIII LauncherG 03.jpg|thumb|none|600px|Right side of the launcher. Note that the launcher is mirrored.]]&lt;br /&gt;
[[File:MWIII LauncherG 04.jpg|thumb|none|600px|Andrei Nolan brings up his own launcher...]]&lt;br /&gt;
[[File:MWIII LauncherG 05.jpg|thumb|none|600px|...and all three operatives fire their lines. They then use the fictional zipline ascenders which were first introduced in ''MW2019''.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;JAK Purifier&amp;quot; Underbarrel Flamethrower==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stormender&amp;quot; Fictional Drone Gun/EMP Launcher==&lt;br /&gt;
A fictional drone gun possibly based on a CERBAIR Chimera was added in Season 1 as the &amp;quot;Stormender.&amp;quot; Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys drones, cruise missiles and certain electronics, detonate explosives while damaging and temporarily disabling others. The weapon has an infinite supply of electricity and never needs to be reloaded, but requires a short period to &amp;quot;recharge&amp;quot; between shots. It can somehow destroy enemy equipment such as Tac Insert flares and Munition Boxes (though not Decoys balloons), despite not being electronic. It cannot stop explosive drones summoned by the &amp;quot;Swarm&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
This weapon cannot obviously practically kill players within (as it deals only a ''single'' point of damage), they will be affected by an EMP effect on the HUD. The &amp;quot;projectile&amp;quot; can pierce through solid objects.&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-STORMENDER.jpeg|thumb|none|600px|An official image of the &amp;quot;Stormender&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Stormender front.jpg|thumb|none|600px|Closeup of the front of the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 01 idle.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 02 aim.jpg|thumb|none|600px|Using the fictionalized Aimpoint T2 on the top to scan for enemy drones while guarding a Hind V. The optic cannot be changed and has a fictional reticule. Note the hair and dirt trapped inside the optic.]]&lt;br /&gt;
[[File:MWIII Stormender 03 inspect.jpg|thumb|none|600px|Fiddling with one of the dials on top, which presumably controls the output.]]&lt;br /&gt;
[[File:MWIII Stormender 04 shoot.jpg|thumb|none|600px|Attempting to cook a passing bird with the &amp;quot;Stormender&amp;quot;. The &amp;quot;projectiles&amp;quot; fired by the launcher can reach the height of UAVs and &amp;quot;Cruise Missiles&amp;quot; instantaneously, though it cannot reach towards Advanced UAVs.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mercenaries:_Playground_of_Destruction&amp;diff=1636403</id>
		<title>Mercenaries: Playground of Destruction</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mercenaries:_Playground_of_Destruction&amp;diff=1636403"/>
		<updated>2023-12-18T05:24:34Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Machine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Mercenaries: Playground of Destruction&lt;br /&gt;
|picture = Mercs_Cover.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|series= Mercenaries&lt;br /&gt;
|date= 2005&lt;br /&gt;
|developer=Pandemic Studios&lt;br /&gt;
|platforms=PlayStation 2, Xbox, Windows&lt;br /&gt;
|publisher=Lucasarts&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Colt Model 727==&lt;br /&gt;
The [[Colt Model 727]] appears ingame as the Carbine (although Jennifer incorrectly identifies it as an [[M4A1 carbine]] in the opening cutscene). It is the standard rifle for the Allied Nations (AN) and South Korean forces, and one is also carried by the North Korean Queen of Clubs. It has two jungle taped magazines and holds 30 rounds. It originally had an ACOG Scope which can be seen on the game's cover art and in the plane at the beginning of the game.&lt;br /&gt;
[[Image:Coltm727ima.jpg|thumb|none|500px|Colt Model 727 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Merc_M4.jpg|thumb|none|350px|]]&lt;br /&gt;
[[Image:MercenariesPlaygroundofdstructionscopedModel 727.jpg|thumb|none|350px|The ACOG scoped Model 727 before turning into into a scopeless one when picked up.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56==&lt;br /&gt;
Bizarrely referred to as both a Type 56 and an AKM in text. The weapon is most likely a [[Norinco Type 56]]. Appears ingame as the &amp;quot;Assault Rifle&amp;quot; and is the standard rifle for the KPA, PLA and Russian Mafia. It correctly holds 30 rounds.&lt;br /&gt;
[[Image:Type56Standard.jpg|thumb|none|350px|Norinco Type 56 - 7.62x39mm]]&lt;br /&gt;
[[Image:Merc_Type_56.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[G36]] appears in game as the &amp;quot;Prototype Rifle&amp;quot;, despite the fact that the G36 already well into production at the time of the game's release. The developers might have confused it for an [[XM8]] or an [[MG36]], probably the latter considering it holds a whopping 100 rounds, despite being modeled with a 30 round magazine. The weapon can be purchased from the Merchant of Menace, and is carried by operatives from the South Korean ROKA 707th Commando Unit, as well as some AN and regular, South Korean soldiers, and it is also used by the game's main antagonist, General Song Choi.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Merc_G36.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is the game's basic sniper rifle. Simply called &amp;quot;Sniper Rifle,&amp;quot; it holds 10 rounds and is used by the KPA and PLA, but is also given in a supply drop and at the start of some missions.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[Image:Merc_SVD.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
==KSVK==&lt;br /&gt;
The [[KSVK]] is a second sniper rifle that appears ingame. Referred to as the &amp;quot;Anti-Armor Rifle,&amp;quot; it correctly holds 5 rounds and is used by both the KPA and strangely the Allied Nations, possibly a substitute for a Barrett M95. &lt;br /&gt;
[[Image:Ksvk2.jpg|thumb|none|400px|KSVK sniper rifle - 12.7x108mm]]&lt;br /&gt;
[[Image:Merc_Anti_Armor.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Norinco Type 85==&lt;br /&gt;
The [[Norinco Type 85]] is the most common SMG in the game. Used by the KPA, PLA and the Russian Mob. Referred to as the &amp;quot;Submachine Gun&amp;quot; and inaccurately holds 45 rounds. &lt;br /&gt;
[[File:Type 85 full stock.jpg|thumb|none|450px|Norinco Type 85 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[Image:Merc_Type85.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
The [[MP5SD3]] is the second SMG available in the game. Called the &amp;quot;Covert SMG,&amp;quot; it holds 30 rounds and is only used by South Korean forces. It can be acquired from a few missions however. &lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:Merc_MP5SD.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
==AEK-919K Kashtan==&lt;br /&gt;
The [[AEK-919K Kashtan]] with a suppressor appears ingame as a &amp;quot;cheat&amp;quot; weapon called the &amp;quot;Street Sweeper.&amp;quot; It is essentially a handheld aircraft gun holding 3000 rounds per magazine and is able to kill any enemy or destroy any vehicle with ease. &lt;br /&gt;
Early promotional screenshots show it was originally intended to be used by the Russian Mafia but was cut.&lt;br /&gt;
[[File:Aek-919k-1.jpg|thumb|400px|none|AEK-919K Kashtan with silencer - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Merc_AEK919K.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] is the game's only handheld machine gun. Simply called the &amp;quot;Light Machine Gun,&amp;quot; it holds 100 rounds and is carried by most of the Deck of 52 members, as well as regular KPA soldiers, the PLA, and the Russian Mafia.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:Merc RPD.jpg|thumb|none|350px|A render of the game's RPD.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The KPA Sungri scout has a mounted [[PKM]] on top. &lt;br /&gt;
[[File:PKM-mg.jpg|thumb|450px|none|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mmR]]&lt;br /&gt;
[[File:Merc PKM.jpg|thumb|none|350px|The Sungri Scout on a loading screen, with a mounted PKM in the gunner's position.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
AN M1 Abrams tanks have mounted [[M60]]s on top. At one point in development, the HMWWVs also had M60s on top, before they were changed to M2HBs.&lt;br /&gt;
[[File:M60.jpg|thumb|none|500px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Merc M60.jpg|thumb|none|350px|An Allied M1 Abrams tank with an M60 pintle-mounted on the turret.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]] machine guns can be found mounted on various AN and South Korean Vehicles. &lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Merc M2HB.jpg|thumb|none|350px|A South Korean HMWWV on a loading screen with its mounted M2HB visible.]]&lt;br /&gt;
&lt;br /&gt;
==DShKM==&lt;br /&gt;
[[DShKM]] machine guns can found mounted on some KPA and PLA vehicles.  &lt;br /&gt;
[[File:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:Merc DSHK.jpg|thumb|none|350px|A PLA Type 80 tank with a DShK on top of its turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s can be seen as door guns on UH60 Blackhawk helicopters. Oddly, they appear to have some kind of drum magazine, similar to an [[RPD]]'s belt box.  &lt;br /&gt;
[[File:M134.JPG|thumb|none|450px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Merc M134.jpg|thumb|none|350px|A South Korean UH60 with its M134 Miniguns visible. Note the odd drum/belt box, which would probably be good for about one second's worth of continuous fire at a proper M134's 2,000-6,000 RPM.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Maruzen CA870 CQB==&lt;br /&gt;
The game's only shotgun looks similar to a [[Maruzen CA870 CQB]] airsoft gun, judging by the fact that it is depicted with a detachable box magazine. It is only used by the Russian Mafia. &lt;br /&gt;
Oddly in the PS2 version there is a bug where the Shotgun lacks a firing sound and promotional render show a [[Remington 870]], it's likely the shotgun was changed to the airsoft model since it would let it re-use animations for magazines from other firearms. &lt;br /&gt;
[[Image:Mossberg M590 airgun.jpg|thumb|none|450px|Maruzen CA870 CQB]]&lt;br /&gt;
[[Image:Merc Pistol2.jpg|thumb|none|350px|The promotional render Shotgun]]&lt;br /&gt;
[[Image:MercenariesPlaygroundofdstructionscopedShotgun.jpg|thumb|none|350px|The actual ingame Shotgun]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Type 69 RPG==&lt;br /&gt;
The [[Type 69 RPG]] is the most common rocket launcher available ingame. Simply called the &amp;quot;RPG,&amp;quot; It is used by the KPA, PLA and Russian Mafia.&lt;br /&gt;
[[Image:Type69RPG.jpg|thumb|none|400px|Chinese Type 69 RPG - 40mm]]&lt;br /&gt;
[[Image:Merc_RPG.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears ingame simply as the &amp;quot;Anti-Air Rocket.&amp;quot; It is most useful for destroying helicopters, but it can inaccurately be fired as a conventional rocket launcher. It is used by the AN and South Korean soldiers and strangely by KPA and PLA soldiers. &lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[Image:Merc_Stinger.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
The [[Mk 153 SMAW]] appears as the &amp;quot;Anti-Tank Missile.&amp;quot; It is the strongest rocket launcher ingame, and is carried by the AN and strangely the KPA and PLA. It is incorrectly reloaded from the front instead of the back.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;cheat&amp;quot; version of the SMAW named the Portable Airstrike is available with the cheat weapons drop. It has 999 missiles, doesn't need to be reloaded and fires F-15E Strike Eagle missiles which are ridiculously powerful. The missiles it fires are massive in comparison to the weapon and don't even appear to come from the launcher's barrel. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:Merc_Smaw.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92SB==&lt;br /&gt;
What appears to be a poorly modeled [[Beretta 92SB]] appears as a cheat weapon called the &amp;quot;Pocket Artillery.&amp;quot; It holds 50 rounds and fires out explosive artillery shells. Unfortunately, the player doesn't have animations for holding a pistol, so it is instead held as if it were a shotgun. &lt;br /&gt;
It appears in various pieces of Concept art and Sergei waves one around during a briefing, it may have been a cut weapon like the Kashtan, possibly because both weapons would require unique animations. &lt;br /&gt;
[[File:BerettaM92SB.jpg‎|thumb|none|350px|Beretta 92SB - 9x19mm]]&lt;br /&gt;
[[Image:Merc_ArPistol.jpg|thumb|none|350px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Operation_Flashpoint:_Dragon_Rising&amp;diff=1636395</id>
		<title>Operation Flashpoint: Dragon Rising</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Operation_Flashpoint:_Dragon_Rising&amp;diff=1636395"/>
		<updated>2023-12-18T03:26:46Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* M32 MGL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Operation Flashpoint: Dragon Rising&lt;br /&gt;
|picture = Operation Flashpoint Dragon Rising.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|series= [[ArmA#Operation Flashpoint|Operation Flashpoint]]&lt;br /&gt;
|date= 2009&lt;br /&gt;
|developer=Codemasters&lt;br /&gt;
|platforms=Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=Codemasters&lt;br /&gt;
|genre=First-Person Shooter,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Operation Flashpoint: Dragon Rising''''' is the official successor to ''[[Operation Flashpoint]]'', developed by Codemasters instead of Bohemia Interactive Studio. The game revolves around a hypothetical conflict between the United States and China over the oil-rich Russian island of Skira, a fictional island based on the real life island of Kiska in the Aleutian Island chain.&lt;br /&gt;
&lt;br /&gt;
A new feature in Dragon Rising is for firearms to jam when firing, requiring a press of the reload key to unjam the weapon though chances of this are realistically slim as well as changing how many firearms the player can carry, the player can carry 1 sidearm and 2 primary weapons now though &amp;quot;heavy&amp;quot; primary weapons (Such as Light Machine Guns, Rocket/Missile Launchers and the Barrett M107) are exclusive and the player will have to drop their &amp;quot;heavy&amp;quot; primary weapon to pick up another. (There is also a seperate limit of only 1 sniper rifle, attempting to pick up another will always drop the previous sniper rifle.)&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;
==M-45 MEU (SOC)==&lt;br /&gt;
The standard issue sidearm of the Marine Forces in the game is the [[M1911_pistol_series#M45_.2F_MEU.28SOC.29|M-45 MEU (SOC)]]. Although accurate for the Force Recon operators in the game, it is unrealistic for the front line Marine units, who would normally be issued the [[Beretta M9A1]]. The M-45 is noticeable for it's higher recoil in contrast to the primary weapons, on account of the heavy .45 caliber bullet. &lt;br /&gt;
[[file:Kimber ICQB.jpg|thumb|350px|none|M-45 MEU (SOC) - .45 ACP.]]&lt;br /&gt;
[[file:OFDR M-45 MEU holding.jpg|thumb|none|600px|The player holds the M-45 MEU (SOC).]]&lt;br /&gt;
[[file:OFDR M-45 MEU aim.jpg|thumb|none|600px|The player aims the M-45 MEU (SOC).]]&lt;br /&gt;
[[file:OFDR M-45 MEU reloading 1.jpg|thumb|none|600px|The player reloads the M-45 MEU (SOC).]]&lt;br /&gt;
[[file:OFDR M-45 MEU reloading 2.jpg|thumb|none|600px|The player reloads the M-45 MEU (SOC).]]&lt;br /&gt;
&lt;br /&gt;
==QSZ-92==&lt;br /&gt;
The [[QSZ-92]] appears in-game as the PLA counterpart to the [[M1911_pistol_series#M45_.2F_MEU.28SOC.29|M-45 MEU (SOC)]]. Although it fires a significantly less-powerful 9x19mm round, it has a larger ammunition capacity of 15 rounds per magazine and a higher rate of fire.&lt;br /&gt;
[[file:QSZ-92.jpg|thumb|none|350px|QSZ-92 - 9x19mm.]]&lt;br /&gt;
[[file:OFDR Norinco QSZ-92 holding.jpg|thumb|none|600px|The player holds the QSZ-92.]]&lt;br /&gt;
[[file:OFDR Norinco QSZ-92 aim.jpg|thumb|none|600px|The player aims the QSZ-92.]]&lt;br /&gt;
[[file:OFDR Norinco QSZ-92 reloading 1.jpg|thumb|none|600px|The player reloads the QSZ-92.]]&lt;br /&gt;
[[file:OFDR Norinco QSZ-92 reloading 2.jpg|thumb|none|600px|The player reloads the QSZ-92.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] is used by USMC Snipers and Helicopter Crewman. It can be fired in semi-automatic, three-round bursts or full automatic.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm. The A4 has an additional option on the selector for '3 round burst' thus possessing four fire options - Safe, Semi Auto, 3 round burst and full auto.]]&lt;br /&gt;
[[file:OFDR Heckler &amp;amp; Koch MP5A4 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch MP5A4.]]&lt;br /&gt;
[[file:OFDR Heckler &amp;amp; Koch MP5A4 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch MP5A4.]]&lt;br /&gt;
[[file:OFDR Heckler &amp;amp; Koch MP5A4 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5A4.]]&lt;br /&gt;
[[file:OFDR Heckler &amp;amp; Koch MP5A4 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5A4.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe QCQ-05==&lt;br /&gt;
The [[QCQ-05]] appears in-game as the PLA submachine gun. Like the [[Heckler &amp;amp; Koch MP5A4]], it is used by Snipers and Helicopter Crewmen.&lt;br /&gt;
[[file:QCQ05.jpg|thumb|none|350px|Jianshe QCQ-05 - 5.8x21mm DCV05]]&lt;br /&gt;
[[file:OFDR QCQ-05 holding.jpg|thumb|none|600px|The player holds the QCQ-05.]]&lt;br /&gt;
[[file:OFDR QCQ-05 aim.jpg|thumb|none|600px|The player aims the QCQ-05.]]&lt;br /&gt;
[[file:OFDR QCQ-05 reloading 1.jpg|thumb|none|600px|The player reloads the QCQ-05.]]&lt;br /&gt;
[[file:OFDR QCQ-05 reloading 2.jpg|thumb|none|600px|The player reloads the QCQ-05.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
Six different models of the [[M4A1 Carbine]] can be used in the game: one with standard ironsights, an &amp;quot;''Assault''&amp;quot; model with an [[M203 grenade launcher|M203 Grenade Launcher]], a &amp;quot;''CQB''&amp;quot; model with an EOTech holographic sight, a &amp;quot;''Night Ops''&amp;quot; model with an AN/PAS-13 Thermal Scope and suppressor, a &amp;quot;''Marksman''&amp;quot; model with a Trijicon TA31F ACOG, and a &amp;quot;''Stealth&amp;quot;'' model with a suppressor and M68 Aimpoint Scope. The M4A1 Carbine is primarily carried by USMC Mounted Infantrymen and Vehicle Crewman, as well as by select SOC forces. All but the standard model are fitted with AN/PEQ-2 IR designators and Surefire Flashlights. It can be fired in semi-automatic or full-automatic.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|350px|Colt M4A1 Carbine - 5.56x45mm.]]&lt;br /&gt;
[[file:OFDR M4A1 Carbine holding.jpg|thumb|none|600px|The player holds the Colt M4A1 Carbine.]]&lt;br /&gt;
[[file:OFDR M4A1 Carbine aim.jpg|thumb|none|600px|The player aims the Colt M4A1 Carbine.]]&lt;br /&gt;
[[file:OFDR M4A1 Carbine reloading 1.jpg|thumb|none|600px|The player reloads the Colt M4A1 Carbine.]]&lt;br /&gt;
[[file:OFDR M4A1 Carbine reloading 2.jpg|thumb|none|600px|The player reloads the Colt M4A1 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The M16A4 is the standard weapon of USMC infantrymen in-game. Six different models of the [[M16A4]] can be used in the game: one with standard ironsights, an &amp;quot;''Assault''&amp;quot; model with an [[M203 grenade launcher|M203 Grenade Launcher]], a &amp;quot;''CQB''&amp;quot; model with an EOTech holographic sight, a &amp;quot;''Night Ops''&amp;quot; model with an AN/PAS-13 Thermal Scope and suppressor, a &amp;quot;''Marksman''&amp;quot; model with a Trijicon TA31F ACOG, and a &amp;quot;''Stealth''&amp;quot; model with a suppressor and M68 Aimpoint Scope.. All model are fitted with RAS rails, and all but the standard variants are fitted with AN/PEQ-2 IR designators and Surefire Flashlights. It fires in semi-automatic or three-round bursts.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|350px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and (replica) ACOG Scope - 5.56x45mm. This is the USMC style set up.]]&lt;br /&gt;
[[file:Operation Flashpoint Dragon RisingM16s.JPG|thumb|none|600px|The six different models of the M16A4 available in the game.]]&lt;br /&gt;
[[file:OFDR M16A4 holding 1.jpg|thumb|none|600px|The player holds the Colt M16A4.]]&lt;br /&gt;
[[file:OFDR M16A4 aim.jpg|thumb|none|600px|The player aims the Colt M16A4.]]&lt;br /&gt;
[[file:OFDR M16A4 reloading 1.jpg|thumb|none|600px|The player reloads the Colt M16A4.]]&lt;br /&gt;
[[file:OFDR M16A4 reloading 2.jpg|thumb|none|600px|The player reloads the Colt M16A4.]]&lt;br /&gt;
[[file:OFDR M16A4 holding 2 (Assault).jpg|thumb|none|600px|The player holds the Colt M16A4 (ASSAULT).]]&lt;br /&gt;
[[file:OFDR M16A4 holding 2 (CQB).jpg|thumb|none|600px|The player holds the Colt M16A4 (CQB).]]&lt;br /&gt;
[[file:OFDR M16A4 holding 2 (Marksman).jpg|thumb|none|600px|The player holds the Colt M16A4 (MARKSMAN).]]&lt;br /&gt;
[[file:OFDR M16A4 glitched reload.jpg|thumb|none|600px|If the player crouches/uncrouches in the middle of the reload, it's possible to get a glitched reload where the player's hands try to return to their normal positions, causing them to clip through the gun and magazines to be changed without actually touching them.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
Two models of the [[FN SCAR-H]], referred to as the Mk 17 Mod 0 in-game, are used in the game: a &amp;quot;''Marksman''&amp;quot; variant with an Trijicon TA31F ACOG and a &amp;quot;''Night Ops''&amp;quot; variant with an AN/PAS-13 Thermal Scope. Both variants are fitted with vertical foregrips and AN/PEQ-2 IR Designators. Like the Mk 16 Mod 0, it is used exclusively by SOC forces.&lt;br /&gt;
[[file:SCAR-H Long Barrel.jpg|thumb|none|350px|Third Generation Fabrique National SCAR-H Long Barrel - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:Operation Flashpoint Dragon RisingSCARHs.jpg|thumb|none|600px|The two variants of the FN SCAR-H &amp;quot;Mk 17 Mod 0&amp;quot; available in-game.]]&lt;br /&gt;
[[file:OFDR FN SCAR-H holding.jpg|thumb|none|600px|The player holds the FN SCAR-H.]]&lt;br /&gt;
[[file:OFDR FN SCAR-H reloading 1.jpg|thumb|none|600px|The player reloads the FN SCAR-H.]]&lt;br /&gt;
[[file:OFDR FN SCAR-H reloading 2.jpg|thumb|none|600px|The player reloads the FN SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
Two models of the [[FN SCAR-L]], referred to as the Mk 16 Mod 0 in-game, are featured in the game: a &amp;quot;''Stealth''&amp;quot; variant with a suppressor and an &amp;quot;''Assault''&amp;quot; variant fitted with an [[Mk 13 Mod 0|FN40GL/Mk 13 Mod 0]]). Both are the 10&amp;quot; barrel CQC variant, and are fitted with M68 Aimpoint Scopes. They are used exclusively by USMC Special Operative Capable (SOC) personnel. The weapon can be fired in semi-automatic or full-automatic.&lt;br /&gt;
[[file:SCAR-L CQC.jpg|thumb|350px|none|Third-Generation FN SCAR-L CQC - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Operation Flashpoint Dragon RisingSCARLs.JPG|thumb|none|600px|The two models of the SCAR-L &amp;quot;Mk 16 Mod 0&amp;quot; available in-game.]]&lt;br /&gt;
[[file:OFDR FN SCAR-L holding.jpg|thumb|none|600px|The player holds the FN SCAR-L.]]&lt;br /&gt;
[[file:OFDR FN SCAR-L reloading 1.jpg|thumb|none|600px|The player reloads the FN SCAR-L.]]&lt;br /&gt;
[[file:OFDR FN SCAR-L reloading 2.jpg|thumb|none|600px|The player reloads the FN SCAR-L.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95==&lt;br /&gt;
Four models of the [[QBZ-95]] can be used in the game: a standard rifle with no attachments and default ironsights, an &amp;quot;''Assault''&amp;quot; model with a [[Type 91 grenade launcher|Type 91 Grenade Launcher]], a &amp;quot;''Marksman''&amp;quot; model with a 4x scope, and a &amp;quot;''Night Ops''&amp;quot; model with a Thermal scope.&lt;br /&gt;
[[file:Type95-1.jpg|thumb|none|350px|QBZ-95 Assault Rifle - 5.8x42mm.]]&lt;br /&gt;
[[file:Operation Flashpoint Dragon RisingQBZ95s.jpg|thumb|none|600px|A list showing the different models of the QBZ-95 that are available in the game.]]&lt;br /&gt;
[[file:OFDR Norinco QBZ-95 holding.jpg|thumb|none|600px|The player holds the QBZ-95.]]&lt;br /&gt;
[[file:OFDR Norinco QBZ-95 aim.jpg|thumb|none|600px|The player aims the QBZ-95.]]&lt;br /&gt;
[[file:OFDR Norinco QBZ-95 reloading 1.jpg|thumb|none|600px|The player reloads the QBZ-95.]]&lt;br /&gt;
[[file:OFDR Norinco QBZ-95 reloading 2.jpg|thumb|none|600px|The player reloads the QBZ-95.]]&lt;br /&gt;
[[file:OFDR Norinco QBZ-95 (Assault).jpg|thumb|none|600px|The player holds the QBZ-95 (ASSAULT).]]&lt;br /&gt;
[[file:OFDR Norinco QBZ-95 (Marksman).jpg|thumb|none|600px|The player holds the QBZ-95 (MARKSMAN).]]&lt;br /&gt;
&lt;br /&gt;
==Type 81-1==&lt;br /&gt;
Four models of the [[Type_81#Type_81-1|Type 81-1]] appear in-game: a standard rifle with no attachments and default ironsights, an &amp;quot;''Assault''&amp;quot; model with a [[GP-25]] Grenade Launcher and default ironsights, a &amp;quot;''Marksman''&amp;quot; model with a 4x scope, and a &amp;quot;''Night Ops''&amp;quot; model with a Thermal scope and an attached flashlight. It is often carried by PLA Vehicle Crewmen.&lt;br /&gt;
[[file:Type 81 x 2.jpg|thumb|none|350px|Type 81 - 7.62x39mm.]]&lt;br /&gt;
[[file:Type-81.jpg|thumb|none|350px|Type 81-1 - 7.62x39mm.]]&lt;br /&gt;
[[File:Operation Flashpoint Dragon RisingType81s.jpg|thumb|none|600px|The four models of the Type 81-1 in-game. Note the above image has an error: all four models have the folding stock; none use the full-length buttstock.]]&lt;br /&gt;
[[file:OFDR Norinco Type 81 holding.jpg|thumb|none|600px|The player holds the Type 81.]]&lt;br /&gt;
[[file:OFDR Norinco Type 81 aim.jpg|thumb|none|600px|The player aims the Type 81.]]&lt;br /&gt;
[[file:OFDR Norinco Type 81 reloading 1.jpg|thumb|none|600px|The player reloads the Type 81.]]&lt;br /&gt;
[[file:OFDR Norinco Type 81 reloading 2.jpg|thumb|none|600px|The player reloads the Type 81.]]&lt;br /&gt;
[[file:OFDR Norinco Type 81-1 (Marksman).jpg|thumb|none|600px|The player holds the Type 81-1 (MARKSMAN).]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] is mounted on the turret of the M1025 Humvee, the Desert Patrol Vehicle, coaxially on the AAVP7A1 Amtrac and on the Commander's hatch of the M1A2 Abrams Main Battle Tank. It is also used by Marines as static.&lt;br /&gt;
[[file:BrowningM2 plain.jpg|thumb|none|350px|Browning M2HB on vehicle mount - .50 BMG.]]&lt;br /&gt;
[[file:OFDR M2HB 1.jpg|thumb|none|600px|Browning M2HB in game.]]&lt;br /&gt;
[[file:OFDR M2HB 2.jpg|thumb|none|600px|Browning M2HB in game.]]&lt;br /&gt;
[[file:OFDR M2HB 3.jpg|thumb|none|600px|Browning M2HB in game.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is door-mounted on the USMC MH-60S Seakhawk Transport Helicopters, and are the primary armament of the AH-6J &amp;quot;Little Bird&amp;quot; ground attack helicopter.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|350px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO. These are new model M134 Miniguns or just updated GE Miniguns which are usually seen with a different spade grip mount that were used during the Vietnam War.]]&lt;br /&gt;
[[file:OFDR Dillon Aero M134 Minigun 1.jpg|thumb|none|600px|Dillon Aero M134 Minigun in game.]]&lt;br /&gt;
[[file:OFDR Dillon Aero M134 Minigun 2.jpg|thumb|none|600px|Dillon Aero M134 Minigun in game.]]&lt;br /&gt;
[[file:OFDR Dillon Aero M134 Minigun 3.jpg|thumb|none|600px|Dillon Aero M134 Minigun in game.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
Several models of the [[M240 Machine Gun]] appear in-game: the M240C, which is mounted coaxially on the M1A2 Abrams Main Battle Tank and LAV-25 Infantry Fighting Vehicle, and the M240G, mounted on the Commander's hatch of the LAV-25, the side passenger seat of the Desert Patrol Vehicle and the bow of the Small Unit Riverine Craft (SURC).&lt;br /&gt;
[[File:Fn mag g.jpg|thumb|none|350px|M240G Machine Gun - 7.62x51mm NATO. The standard M240 for the USMC.]]&lt;br /&gt;
[[file:OFDR M240 MachineGun 1.jpg|thumb|none|600px|M240 Machine Gun in game.]]&lt;br /&gt;
[[file:OFDR M240 Machine Gun 2.jpg|thumb|none|600px|M240 Machine Gun in game.]]&lt;br /&gt;
[[file:OFDR M240 Machine Gun 3.jpg|thumb|none|600px|M240 Machine Gun in game.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249-E2 SAW]] is the standard light machine gun of the USMC in the game.&lt;br /&gt;
[[file:Fn m249saw mk2 10-1-.jpg|thumb|none|350px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo box.]]&lt;br /&gt;
[[file:OFDR M249-E2 SAW holding.jpg|thumb|none|600px|The player holds the M249-E2 SAW.]]&lt;br /&gt;
[[file:OFDR M249-E2 SAW aim.jpg|thumb|none|600px|The player aims the M249-E2 SAW.]]&lt;br /&gt;
[[file:OFDR M249-E2 SAW reloading 1.jpg|thumb|none|600px|The player reloads the M249-E2 SAW.]]&lt;br /&gt;
[[file:OFDR M249-E2 SAW reloading 2.jpg|thumb|none|600px|The player reloads the M249-E2 SAW.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 48 Mod 0==&lt;br /&gt;
The [[Mk 48 Mod 0]] is the General-purpose machine gun used by the USMC in the game. It is mostly, but not exclusively, used by SOC forces.&lt;br /&gt;
[[File:MK48.jpg|thumb|none|350px|Mk 48 Mod 0 light machine gun - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:OFDR Mk 48 Mod 0 holding.jpg|thumb|none|600px|The player holds the Mk 48 Mod 0.]]&lt;br /&gt;
[[file:OFDR Mk 48 Mod 0 aim.jpg|thumb|none|600px|The player aims the Mk 48 Mod 0.]]&lt;br /&gt;
[[file:OFDR Mk 48 Mod 0 reloading 1.jpg|thumb|none|600px|The player reloads the Mk 48 Mod 0.]]&lt;br /&gt;
[[file:OFDR Mk 48 Mod 0 reloading 2.jpg|thumb|none|600px|The player reloads the Mk 48 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|QJB-95]] is the standard light machine gun of the PLA in-game, mounting a 75-round drum magazine.&lt;br /&gt;
[[file:Type95lmg.jpg|thumb|none|350px|QJB-95 - 5.8x42mm.]]&lt;br /&gt;
[[file:OFDR Norinco QBB-95 holding.jpg|thumb|none|600px|The player holds the QJB-95.]]&lt;br /&gt;
[[file:OFDR Norinco QBB-95 aim.jpg|thumb|none|600px|The player aims the QJB-95.]]&lt;br /&gt;
[[file:OFDR Norinco QBB-95 reloading 1.jpg|thumb|none|600px|The player reloads the QJB-95.]]&lt;br /&gt;
[[file:OFDR Norinco QBB-95 reloading 2.jpg|thumb|none|600px|The player reloads the QJB-95.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67-2==&lt;br /&gt;
The [[Norinco Type 67|Type 67-2]] appears in-game as the &amp;quot;Type 67-II&amp;quot;, and is the PLA General-purpose machine gun, using a side-attached 75-round drum magazine. It is also mounted on the passenger seat of the Fast Attack Vehicle, right stern of the PTRB Riverine Craft, and coaxially on the Type 98 Main Battle Tank, Type 89 Tank Destroyer, Type 97 Infantry Fighting Vehicle and Type 92 WZ551 Armoured Personnel Carrier.&lt;br /&gt;
[[file:Type-67-II.jpg|thumb|none|350px|Type 67-2 General Purpose Machine Gun - 7.62x54R.]]&lt;br /&gt;
[[file:OFDR Norinco Type 67-2 holding.jpg|thumb|none|600px|The player holds the Type 67-2.]]&lt;br /&gt;
[[file:OFDR Norinco Type 67-2 aim.jpg|thumb|none|600px|The player aims the Type 67-2.]]&lt;br /&gt;
[[file:OFDR Norinco Type 67-2 reloading 1.jpg|thumb|none|600px|The player reloads the Type 67-2.]]&lt;br /&gt;
[[file:OFDR Norinco Type 67-2 reloading 2.jpg|thumb|none|600px|The player reloads the Type 67-2.]]&lt;br /&gt;
&lt;br /&gt;
==QJC-88==&lt;br /&gt;
The [[QJC-88]] is found as static positions and mounted on the PLA Fast Attack Vehicle, the BJS2022, the PTBR Boat, the Type 89A tank Destroyer, and the Type 99 Tank.&lt;br /&gt;
[[file:QJC-88.jpg|thumb|none|350px|QJC-88 - 12.7x108 mm]]&lt;br /&gt;
[[file:OFDR QJC-88 1.jpg|thumb|none|600px|QJC-88 in game.]]&lt;br /&gt;
[[file:OFDR QJC-88 2.jpg|thumb|none|600px|QJC-88 in game.]]&lt;br /&gt;
[[file:OFDR QJC-88 3.jpg|thumb|none|600px|QJC-88 in game.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
Two models of the [[Barrett M107]] are available in the game as the &amp;quot;Model 82A1&amp;quot;, used by USMC Regular and SOC Heavy Snipers: a standard rifle with a Leupold Mark 4 scope, and a &amp;quot;''Night Ops''&amp;quot; variant with an AN/PAS-13 Thermal Scope.&lt;br /&gt;
[[file:Berrett M107.jpg|thumb|none|350px|Barrett M107 long range sniper rifle - .50 BMG. Noteworthy are the holes in the lower part of the buttstock and the rail that runs along the top spine of the rifle.]]&lt;br /&gt;
[[file:Operation Flashpoint Dragon RisingM82s.JPG|thumb|none|600px|The two models of the M107 available in-game. Although it's call a Model 82A1 it's actually modeled after the M107, note the full-length rail.]]&lt;br /&gt;
[[file:OFDR Barrett M107 holding.jpg|thumb|none|600px|The player holds the Barrett M107.]]&lt;br /&gt;
[[file:OFDR Barrett M107 aim.jpg|thumb|none|600px|The player aims the Barrett M107.]]&lt;br /&gt;
[[file:OFDR Barrett M107 reloading 1.jpg|thumb|none|600px|The player reloads the Barrett M107.]]&lt;br /&gt;
[[file:OFDR Barrett M107 reloading 2.jpg|thumb|none|600px|The player reloads the Barrett M107.]]&lt;br /&gt;
&lt;br /&gt;
==M21 Sniper Rifle==&lt;br /&gt;
The [[M21|M21 Sniper Rifle]] is used by USMC Regular and SOC snipers. Like the Barrett, it is fitted with a Leupold Mark 4 scope.&lt;br /&gt;
[[file:Xm21rifle.jpg|thumb|none|350px|M21 - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:OFDR M21 Sniper Rifle holding.jpg|thumb|none|600px|The player holds the M21 Sniper Rifle.]]&lt;br /&gt;
[[file:OFDR M21 Sniper Rifle aim.jpg|thumb|none|600px|The player aims the M21 Sniper Rifle.]]&lt;br /&gt;
[[file:OFDR M21 Sniper Rifle reloading 1.jpg|thumb|none|600px|The player reloads the M21 Sniper Rifle.]]&lt;br /&gt;
[[file:OFDR M21 Sniper Rifle reloading 2.jpg|thumb|none|600px|The player reloads the M21 Sniper Rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M99==&lt;br /&gt;
The [[M99]] is the PLA anti-materiel sniper rifle in the game.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[file:OFDR M99 holding.jpg|thumb|none|600px|The player holds the M99.]]&lt;br /&gt;
[[file:OFDR M99 aim.jpg|thumb|none|600px|The player aims the M99.]]&lt;br /&gt;
[[file:OFDR M99 reloading 1.jpg|thumb|none|600px|The player reloads the M99.]]&lt;br /&gt;
[[file:OFDR M99 reloading 2.jpg|thumb|none|600px|The player reloads the M99.]]&lt;br /&gt;
&lt;br /&gt;
==QBU-88==&lt;br /&gt;
The [[QBU-88]] is the standard PLA sniper rifle in the game.&lt;br /&gt;
[[file:Qbu-88-0.jpg|thumb|none|350px|NQBU-88 - 5.8x42mm.]]&lt;br /&gt;
[[file:OFDR QBU-88 holding.jpg|thumb|none|600px|The player holds the QBU-88.]]&lt;br /&gt;
[[file:OFDR QBU-88 aim.jpg|thumb|none|600px|The player aims the QBU-88.]]&lt;br /&gt;
[[file:OFDR QBU-88 reloading 1.jpg|thumb|none|600px|The player reloads the QBU-88.]]&lt;br /&gt;
[[file:OFDR QBU-88 reloading 2.jpg|thumb|none|600px|The player reloads the QBU-88.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==FN40GL/Mk 13 Mod 0==&lt;br /&gt;
The [[Mk 13 Mod 0|FN40GL/Mk 13 Mod 0]] is mounted on the [[FN SCAR-L]] rifle. &lt;br /&gt;
[[File:Mk13_(Mk16).jpg|thumb|none|350px|Late Model FN Mk 13 Mod 0 mounted on a Gen3 FN SCAR-L CQC - 40mm.]]&lt;br /&gt;
[[file:OFDR FN 40GL.jpg|thumb|none|600px|FN40GL/Mk 13 Mod 0 is mounted on the FN SCAR-L.]]&lt;br /&gt;
&lt;br /&gt;
==LG-1 Grenade Launcher==&lt;br /&gt;
The [[LG-1 grenade launcher]] is mounted on the [[Type 81]].&lt;br /&gt;
[[File:QBZ95LG1.jpg|thumb|none|350px|LG-1 grenade launcher - 35mm]]&lt;br /&gt;
[[file:OFDR LG-1.jpg|thumb|none|600px|LG-1 is mounted on the Type 81.]]&lt;br /&gt;
&lt;br /&gt;
==M32 MGL==&lt;br /&gt;
The [[M32 MGL]] is used by USMC Heavy Grenadiers. It is fitted with an Armson OEG reflex sight. This weapon is not featured in the console versions of the game, as it is only available in the mission editor and doesn't appear in the campaign/single missions included by default. &lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|350px|Milkor MGL Mk 1L (USMC designation &amp;quot;M32 MGL&amp;quot;) in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:OFDR M32 MGL holding.jpg|thumb|none|600px|The M32 MGL in first-person.]]&lt;br /&gt;
[[file:OFDR M32 MGL aim.jpg|thumb|none|600px|Aiming the MGL.]]&lt;br /&gt;
[[file:OFDR M32 MGL reloading 1.jpg|thumb|none|600px|Dumping out the spent rounds...]]&lt;br /&gt;
[[file:OFDR M32 MGL reloading 2.jpg|thumb|none|600px|...and inserting some fresh ones.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203|M203 Grenade Launcher]] is mounted on the [[M16A4]] and the [[M4A1 Carbine]].&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|350px|M16A4 - 5.56x45mm - with M203 Grenade Launcher - 40x46mm.]]&lt;br /&gt;
[[file:OFDR M203 m16a4.jpg|thumb|none|600px|M203 is mounted on the Colt M16A4.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher|Mk 19 Grenade Launcher]] is mounted on the turret of the M1025 Humvee, the Stern of the Small Unit Riverine Craft (SURC) and coaxially-mounted on the AAVP7A1 Amtrac. It is also used by Marines as a static weapon.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|350px|Mk 19 Grenade Launcher in vehicle mounting - 40x53mm.]]&lt;br /&gt;
[[file:OFDR mk19 1.jpg|thumb|none|600px|Mk 19 Grenade Launcher in game.]]&lt;br /&gt;
[[file:OFDR mk19 2.jpg|thumb|none|600px|Mk 19 Grenade Launcher in game.]]&lt;br /&gt;
[[file:OFDR mk19 3.jpg|thumb|none|600px|Mk 19 Grenade Launcher in game.]]&lt;br /&gt;
&lt;br /&gt;
==LG3==&lt;br /&gt;
The [[LG3 automatic grenade launcher]] is found in fixed mounts and mounted on the BJS2022 and the left stern of the PTBR Boat.&lt;br /&gt;
[[file:Norinco LG3.jpg|thumb|none|350px|LG3 - 40x53mm]]&lt;br /&gt;
[[file:OFDR Norinoco LG3 1.jpg|thumb|none|600px|LG3 in game.]]&lt;br /&gt;
[[file:OFDR Norinoco LG3 2.jpg|thumb|none|600px|LG3 in game.]]&lt;br /&gt;
[[file:OFDR Norinoco LG3 3.jpg|thumb|none|600px|LG3 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 91==&lt;br /&gt;
The [[Type 91 grenade launcher|Type 91]] is seen attached to the &amp;quot;''Assault''&amp;quot; variant of the QBZ-95, and functions identically to the M203 (despite the real-life Type 91 being intended to fire 35mm less-lethal projectiles). &lt;br /&gt;
[[file:QBZ-96withType91.jpg|thumb|none|350px|Type 91 grenade launcher 35mm mounted on QBZ-95 5.8x42mm]]&lt;br /&gt;
[[file:OFDR Type 91 QBZ-95.jpg|thumb|none|600px|Type 91 is mounted on the QBZ-95.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket/Missile Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The USMC also uses the [[FGM-148 Javelin]] in-game. &lt;br /&gt;
[[File:Javalin.jpg|thumb|none|350px|FGM-148 Javelin - 127mm.]]&lt;br /&gt;
[[file:OFDR FGM-148 Javelin holding.jpg|thumb|none|600px|The player holds the FGM-148 Javelin.]]&lt;br /&gt;
[[file:OFDR FGM-148 Javelin aim.jpg|thumb|none|600px|The player aims the FGM-148 Javelin.]]&lt;br /&gt;
[[file:OFDR FGM-148 Javelin reloading 1.jpg|thumb|none|600px|The player reloads the FGM-148 Javelin.]]&lt;br /&gt;
[[file:OFDR FGM-148 Javelin reloading 2.jpg|thumb|none|600px|The player reloads the FGM-148 Javelin.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears in-game as the USMC anti-aircraft weapon. Like the [[Mk 153 SMAW]], it is fitted with the AN/PVS-4 Thermal Scope.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|350px|FIM-92 Stinger - 70mm.]]&lt;br /&gt;
[[file:OFDR FIM-92A Stinger holding.jpg|thumb|none|600px|The player holds the FIM-92 Stinger.]]&lt;br /&gt;
[[file:OFDR FIM-92A Stinger aim.jpg|thumb|none|600px|The player aims the FIM-92 Stinger.]]&lt;br /&gt;
[[file:OFDR FIM-92A Stinger reloading 1.jpg|thumb|none|600px|The player reloads the FIM-92 Stinger.]]&lt;br /&gt;
[[file:OFDR FIM-92A Stinger reloading 2.jpg|thumb|none|600px|The player reloads the FIM-92 Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
The [[Mk 153 SMAW]], fitted with an AN/PVS-4 Thermal Scope, is the standard anti-tank weapon for USMC forces in the game. It can fire both HEF and HEAT rounds.&lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|350px|Mk 153 Mod 0 SMAW - 83mm.]]&lt;br /&gt;
[[file:OFDR Mk 153 Mod 0 SMAW holding.jpg|thumb|none|600px|Holding the SMAW.]]&lt;br /&gt;
[[file:OFDR Mk 153 Mod 0 SMAW aim.jpg|thumb|none|600px|Aiming down the thermal scope.]]&lt;br /&gt;
[[file:OFDR Mk 153 Mod 0 SMAW reloading 1.jpg|thumb|none|600px|Reloading the SMAW.]]&lt;br /&gt;
[[file:OFDR Mk 153 Mod 0 SMAW reloading 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==PF-98==&lt;br /&gt;
The [[PF-98]] &amp;quot;Queen Bee&amp;quot; is the standard portable anti-tank weapon used by the PLA in the game. It is used by PLA in many parts of the campaign. The weapon is the counter part of the USMC SMAW launcher. It can be used by the player and can fire either HEF or HEAT rounds.&lt;br /&gt;
[[file:PF98.jpg|thumb|none|350px|PF-98 - 120mm.]]&lt;br /&gt;
[[file:OFDR PF-98 holding.jpg|thumb|none|600px|The player holds the PF-98.]]&lt;br /&gt;
[[file:OFDR PF-98 aim.jpg|thumb|none|600px|The player aims the PF-98.]]&lt;br /&gt;
[[file:OFDR PF-98 reloading 1.jpg|thumb|none|600px|The player reloads the PF-98.]]&lt;br /&gt;
[[file:OFDR PF-98 reloading 2.jpg|thumb|none|600px|The player reloads the PF-98.]]&lt;br /&gt;
&lt;br /&gt;
==QW-2 Vanguard 2==&lt;br /&gt;
The [[QW-2 Vanguard 2]] is the PLA's anti-aircraft weapon in the game. It is their equivalent to the FIM-92A Stinger Missile launcher.&lt;br /&gt;
[[file:QW-2.jpg|thumb|none|350px|The QW-2 &amp;quot;Vanguard 2&amp;quot; shoulder-launched, surface-to-air missile - 72mm]]&lt;br /&gt;
[[file:OFDR QW-2 SAM holding.jpg|thumb|none|600px|The player holds the QW-2 Vanguard 2.]]&lt;br /&gt;
[[file:OFDR QW-2 SAM aim.jpg|thumb|none|600px|The player aims the QW-2 Vanguard 2.]]&lt;br /&gt;
[[file:OFDR QW-2 SAM reloading 1.jpg|thumb|none|600px|The player reloads the QW-2 Vanguard 2.]]&lt;br /&gt;
[[file:OFDR QW-2 SAM reloading 2.jpg|thumb|none|600px|The player reloads the QW-2 Vanguard 2.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==Type 86 Hand Grenade==&lt;br /&gt;
The Type 86 Hand Grenade is the standard grenade used by PLA Forces.&lt;br /&gt;
[[File:Type 86 Grenade.jpg|thumb|none|150px|Type 86 Hand Grenade.]]&lt;br /&gt;
[[file:OFDR OFDR Chines Frag 1.jpg|thumb|none|600px|Wielding the Type 86 Hand Grenade]]&lt;br /&gt;
[[file:OFDR OFDR Chines Frag 2.jpg|thumb|none|600px|Preparing to pull the pin.]]&lt;br /&gt;
&lt;br /&gt;
==RDG-2 Smoke Grenade==&lt;br /&gt;
The [[RDG-2 smoke grenade]] appears as the standard smoke grenade for PLA forces. It is incorrectly depicted with a pin.&lt;br /&gt;
[[Image:rdg2.jpg|thumb|none|400px|RDG-2 smoke grenade]]&lt;br /&gt;
[[file:OFDR Chines smoke 1.jpg|thumb|none|600px|Wielding the RDG-2 Smoke Grenade.]]&lt;br /&gt;
[[file:OFDR Chines smoke 2.jpg|thumb|none|600px|Preparing to throw the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] is used by the USMC in-game.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 Smoke Grenade.]]&lt;br /&gt;
[[file:OFDR M18 Smoke Grenade 1.jpg|thumb|none|600px|M18 Smoke Grenade in game.]]&lt;br /&gt;
[[file:OFDR M18 Smoke Grenade 2.jpg|thumb|none|600px|M18 Smoke Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade|M67 Hand Grenade]] is used by the USMC in-game.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|150px|M67 Fragmentation Hand Grenade.]]&lt;br /&gt;
[[file:OFDR M67 Hand Grenade 1.jpg|thumb|none|600px|M67 Hand Grenade in game.]]&lt;br /&gt;
[[file:OFDR M67 Hand Grenade 2.jpg|thumb|none|600px|M67 Hand Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
=Mines=&lt;br /&gt;
==Type 66 anti-personnel mine==&lt;br /&gt;
The Chinese copy of the [[M18A1 Claymore]] anti-personnel mine is used by the PLA.&lt;br /&gt;
[[Image:Type 66 - Chinese Claymore mine.jpg|thumb|none|400px|Type 66 anti-personnel mine (Chinese copy of M18A1)]]&lt;br /&gt;
[[file:OFDR Chines Claymore 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[file:OFDR Chines Claymore 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M14 Anti-Personnel==&lt;br /&gt;
The [[M14 anti-personnel mine]] is used by USMC forces in-game, although the mine itself has been out-of-service with the US Military since 1974.&lt;br /&gt;
[[File:M14Mine.jpg|thumb|none|150px|M14 Anti-Personnel Mine.]]&lt;br /&gt;
[[file:OFDR M14 Mine1.jpg|thumb|none|600px|M14 Anti-Personnel in game.]]&lt;br /&gt;
[[file:OFDR M14 Mine 2.jpg|thumb|none|600px|M14 Anti-Personnel in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is also used by USMC forces.&lt;br /&gt;
[[File:M18a1_07.jpg|thumb|none|150px|M18A1 Claymore Anti-Personnel Mine.]]&lt;br /&gt;
[[file:OFDR M18A1 Claymore 1.jpg|thumb|none|600px|M18A1 Claymore in game.]]&lt;br /&gt;
[[file:OFDR M18A1 Claymore 2.jpg|thumb|none|600px|M18A1 Claymore in game.]]&lt;br /&gt;
&lt;br /&gt;
==M21 Anti-Tank mine==&lt;br /&gt;
The [[M21 Anti-Tank mine]].&lt;br /&gt;
[[File:M21-01.jpg|thumb|none|150px|M21 Anti-Tank Mine.]]&lt;br /&gt;
[[file:OFDR 21 Anti-Tank mine 1.jpg|thumb|none|600px|M21 Anti-Tank mine in game.]]&lt;br /&gt;
[[file:OFDR 21 Anti-Tank mine 2.jpg|thumb|none|600px|M21 Anti-Tank mine in game.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]].&lt;br /&gt;
[[File:TM62.jpg|thumb|none|150px|TM-62 anti-tank mine.]]&lt;br /&gt;
[[file:OFDR TM62 mine 1.jpg|thumb|none|600px|TM-62 anti-tank mine in game.]]&lt;br /&gt;
[[file:OFDR TM62 mine 2.jpg|thumb|none|600px|TM-62 anti-tank mine in game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 72 Anti-Personnel mine==&lt;br /&gt;
The [[Type 72 Anti-Personnel Mine]].&lt;br /&gt;
[[File:Type 72 Anty Personal Mine.jpg|thumb|none|150px|Type 72 Anti-Personnel mine.]]&lt;br /&gt;
[[file:OFDR Type 72 AP Mine 1.jpg|thumb|none|600px|Type 72 AP Mine in game.]]&lt;br /&gt;
[[file:OFDR Type 72 AP Mine 2.jpg|thumb|none|600px|Type 72 AP Mine in game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Unknown Mortar==&lt;br /&gt;
[[file:OFDR mortar.jpg|thumb|none|600px|Unknown Mortar in game.]]&lt;br /&gt;
&lt;br /&gt;
=Weapons mounted on vehicles=&lt;br /&gt;
==AAVP7A1==&lt;br /&gt;
[[file:OFDR AAAVP7A1.jpg|thumb|none|600px|AAVP7A1 in game.]]&lt;br /&gt;
&lt;br /&gt;
==AH-1Z==&lt;br /&gt;
[[file:OFDR AH-1Z.jpg|thumb|none|600px|AH-1Z in game.]]&lt;br /&gt;
&lt;br /&gt;
==AH-6J==&lt;br /&gt;
[[file:OFDR AH-6J.jpg|thumb|none|600px|AH-6J in game.]]&lt;br /&gt;
&lt;br /&gt;
==BJS2022==&lt;br /&gt;
[[file:OFDR BJS2022 1.jpg|thumb|none|600px|BJS2022 with [[QJC-88|QJC-88]].]]&lt;br /&gt;
[[file:OFDR BJS2022 2.jpg|thumb|none|600px|BJS2022 with [[LG3 automatic grenade launcher]].]]&lt;br /&gt;
&lt;br /&gt;
==Desert Patrol Vehicle==&lt;br /&gt;
[[file:OFDR Desert Patrol Vehicle.jpg|thumb|none|600px|Desert Patrol Vehicle in game, showing its [[Browning M2HB]].]]&lt;br /&gt;
&lt;br /&gt;
==Fast Attack Vehicle==&lt;br /&gt;
[[file:OFDR Fast Attack Vehicle.jpg|thumb|none|600px|Fast Attack Vehicle in game, mounted with a [[QJC-88|QJC-88]] heavy machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==LAV25==&lt;br /&gt;
[[file:OFDR LAV25.jpg|thumb|none|600px|LAV25 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M1A2 Abrams==&lt;br /&gt;
[[file:OFDR M1A2 Abrams.jpg|thumb|none|600px|M1A2 Abram in game, mounted with the [[Browning M2HB]].]]&lt;br /&gt;
&lt;br /&gt;
==M1025 HMMWV==&lt;br /&gt;
[[file:OFDR M1025 HMMWV 1.jpg|thumb|none|600px|M1025 HMMWV mounted with the [[Browning M2HB]].]]&lt;br /&gt;
[[file:OFDR M1025 HMMWV 2.jpg|thumb|none|600px|M1025 HMMWV mounted with the [[Mk 19 Grenade Launcher]].]]&lt;br /&gt;
&lt;br /&gt;
==MH-60S Seahawk==&lt;br /&gt;
[[file:OFDR MH-60S Seahawk.jpg|thumb|none|600px|MH-60S Seahawk with a [[Dillon Aero M134 Minigun]] on its door position.]]&lt;br /&gt;
&lt;br /&gt;
==Mi-171V6 Ground Attack==&lt;br /&gt;
[[file:OFDR Mi-171V6 Ground Attack.jpg|thumb|none|600px|Mi-171V6 Ground Attack in game.]]&lt;br /&gt;
&lt;br /&gt;
==PTBR Boat==&lt;br /&gt;
[[file:OFDR PTBR Boat.jpg|thumb|none|600px|PTBR Boat in game, mounted with one [[QJC-88|QJC-88]] heavy machine gun on its bow, a [[LG3 automatic grenade launcher]] on its left stern, and a [[Type 67|Type 67-2]] machine gun on its right stern.]]&lt;br /&gt;
&lt;br /&gt;
==SURC Boat==&lt;br /&gt;
[[file:OFDR SURC Boat.jpg|thumb|none|600px|SURC Boat in game, with a [[Mk 19 Grenade Launcher]] on its stern and two [[M240G]] machine guns on its bow.]]&lt;br /&gt;
&lt;br /&gt;
==SX2190 Missle Launcher==&lt;br /&gt;
[[file:OFDR SX2190 Missle Launcher.jpg|thumb|none|600px|SX2190 Missle Launcher in game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 89A Tank Destroyer==&lt;br /&gt;
[[file:OFDR Type 89A tank Destroyer.jpg|thumb|none|600px|Type 89A Tank Destroyer in game. The [[QJC-88|QJC-88]] can be seen mounted on the vehicle.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 WZ551A ACP==&lt;br /&gt;
[[file:OFDR Type 92 WZ551A ACP.jpg|thumb|none|600px|Type 92 WZ551A ACP in game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 95 Anti-Aircraft Artillery==&lt;br /&gt;
[[file:OFDR Type 95 Anti-Aircraft Artillery.jpg|thumb|none|600px|Type 95 Anti-Aircraft Artillery in game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Infantry Fighting Vehicle==&lt;br /&gt;
[[file:OFDR Type 97 Infantry Fighting Vehicle.jpg|thumb|none|600px|Type 97 Infantry Fighting Vehicle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Tank==&lt;br /&gt;
[[file:OFDR Type 99 Tank.jpg|thumb|none|600px|Type 99 Tank in game. The [[QJC-88|QJC-88]] mounted machine gun can be seen in this image.]]&lt;br /&gt;
&lt;br /&gt;
==Z-10 Attack==&lt;br /&gt;
[[file:OFDR Z-10 Attack.jpg|thumb|none|600px|Z-10 Attack in game.]]&lt;br /&gt;
&lt;br /&gt;
{{Operation Flashpoint}}&lt;br /&gt;
&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1636344</id>
		<title>Mafia III</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mafia_III&amp;diff=1636344"/>
		<updated>2023-12-17T19:12:18Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: While it could be argued either way, site convention lists the M1918A2 as a machine gun. There's also an M1 Carbine in the hands of one of those fighters, so I put the image there too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Mafia III&lt;br /&gt;
|picture =  Mafia III logo temp.jpg&lt;br /&gt;
|caption =  Mafia III&lt;br /&gt;
|series= [[Mafia (disambiguation)|Mafia]]&lt;br /&gt;
|date= October 7th 2016&lt;br /&gt;
|developer=Hangar 13&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=2K Games&lt;br /&gt;
|genre=Action-adventure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Mafia III''''' is an open-world action-adventure video game, and a sequel to ''[[Mafia II]]''. It is developed by Hangar 13 and published by 2K Games, and was released in October 2016 for the PC, Xbox One and PlayStation 4.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms make an appearance in the video game ''Mafia III'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike Vito in ''[[Mafia II]]'' and his hammerspace inventory, the inventory system returns to a limited space inventory, with only one long gun and one smaller weapon able to be carried at a time, like the first ''Mafia'' game. This inventory system returns in the subsequent game, ''[[Mafia: Definitive Edition]]''.&lt;br /&gt;
&lt;br /&gt;
Ammo has also been simplified as while a handful of weapons use their own ammo, most weapons now share ammo in certain internal &amp;quot;catagories&amp;quot; such as all non-revolver handguns sharing ammo, revolvers having their own ammo types and all submachine guns sharing ammo. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==AMP Auto Mag Model 180==&lt;br /&gt;
The [[AMC Auto Mag Pistol|AMP Auto Mag Model 180]] appears as the &amp;quot;Clipper .44&amp;quot; and is rewarded by Thomas Burke for the third racket takeover. It is mildly anachronistic for the game's late 1960s setting, as AMT didn't begin producing AutoMags until 1970. Oddly, the gun's icon in the UI is a [[Wildey Magnum]]. &lt;br /&gt;
[[file:HiStandard44AutomagMod180.jpg|thumb|350px|none|AMP Auto Mag Model 180 - .44 AMP]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 holding.jpg|thumb|none|600px|Lincoln takes his shiny new Auto Mag out for a spin for one of Vito's side missions.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 aim.jpg|thumb|none|600px|Before aiming it out into the bayou at passing gators.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 1.jpg|thumb|none|600px|Before dropping a mag.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 AMP Auto Mag Model 180 world.jpg|thumb|none|600px|Lincoln threatens his Auto Mag with his Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] is available for use in the game as the &amp;quot;Elling 9mm&amp;quot; and used heavily by mobsters in Tickfaw Harbor, Downtown, and Barclay Mills. It can also be seen among other weapons in a stash from one of the promotional videos.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power .9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning hp holding.jpg|thumb|none|600px|Lincoln glowers at the screen and gives us a close look at his Hi-Power.]]&lt;br /&gt;
[[file:Mafia3 Browning hp aim.jpg|thumb|none|600px|Lincoln aims the Hi-Power at a menacing crate.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 1.jpg|thumb|none|600px|Having given the crate a 9mm penny for its thoughts, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Browning hp reloading 3.jpg|thumb|none|600px|And racking the slide letting us see the barrel.]]&lt;br /&gt;
[[file:Mafia3 Browning hp world.jpg|thumb|none|600px|While wandering some dock yards, Lincoln stumbles on a Hi-Power all alone.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Commander (not usable)==&lt;br /&gt;
Donovan uses what appears to be a [[Colt Commander]] with a suppressor in the main game final cutscene. This pistol is, like the Tokarev, not player-usable.&lt;br /&gt;
[[Image:ColtCombatCommander.jpg‎|thumb|none|350px|Colt Combat Commander - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of many available handguns in ''Mafia III'', known as the &amp;quot;Masterson Pistol&amp;quot;. There are two silenced variants in-game, the first being the &amp;quot;Silenced Masterson&amp;quot; which is given as a favor from Vito Scaletta during his first racket takeover. The second is &amp;quot;Silentium&amp;quot;, which is the same stat wise as the normal silenced M1911 but with fancy engraving that comes with the &amp;quot;Judge, Jury &amp;amp; Executioner&amp;quot; weapon pack DLC. No matter what pistol Lincoln is carrying, during cut scenes he will be seen with the 1911.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 holding.jpg|thumb|none|600px|Lincoln hides at a local dock union with his M1911.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 aim.jpg|thumb|none|600px|Lincoln aims the Colt M1911A1, revealing that the hammer is down which would render the gun unable to fire. All of the in-game semi auto handguns are rendered as DAO.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 1.jpg|thumb|none|600px|Lincoln reloads with a mag drop clipping through his hand.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 2.jpg|thumb|none|600px|A fresh mag.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 reloading 3.jpg|thumb|none|600px|Before racking the slide, revealing that despite the hammer issue, it has a fully rendered barrel. Most of the other semi auto handguns have rendered barrels.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 world.jpg|thumb|none|600px|Lincoln has the Hi-Power finish off its ancestor M1911.]]&lt;br /&gt;
===Colt M1911A1 with Suppressor===&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd holding.jpg|thumb|none|600px|Lincoln gets sneaky with his suppressed M1911.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd aim.jpg|thumb|none|600px|Before aiming at some dastardly brickwork.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 1.jpg|thumb|none|600px|Having threatened the masonry with quiet .45 ACP, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 Colt M1911A1 sd world.jpg|thumb|none|600px|While doing a side mission for Burke, Lincoln finds a discarded suppressed M1911.]]&lt;br /&gt;
===Silentium===&lt;br /&gt;
[[file:Mafia3Silentium.jpg|thumb|none|600px|Lincoln aims the Silentium at Grecco, thanks to the Definitive Edition making all DLC free.]]&lt;br /&gt;
[[file:Mafia3Silentiumreload.jpg|thumb|none|600px|Having used the Silentium for it's clearly intended purpose of shootouts in the middle of the street, Lincoln reloads it.]]&lt;br /&gt;
[[file:Mafia3Silentiumworld.jpg|thumb|none|600px|A Silentium on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
Known as the &amp;quot;Masterson Phoenix&amp;quot;. Lincoln Clay and late game mobsters make use of the [[Colt Python]] throughout the game. A special skinned copy is available for My2K users known as &amp;quot;Il Duca&amp;quot; (The Duke in Italian).&lt;br /&gt;
[[File:Pythontar.jpg|thumb|none|350px|Colt Python with 8&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python holding.jpg|thumb|none|600px|Lincoln sneaks around with his Python]]&lt;br /&gt;
[[file:Mafia3 Colt Python aim.jpg|thumb|none|600px|Lincoln aims the Python at passing cars.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 1.jpg|thumb|none|600px|Lincoln reloads the Python by dramatically going for the cylinder release.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 2.jpg|thumb|none|600px|Dumping spent rounds.]]&lt;br /&gt;
[[file:Mafia3 Colt Python reloading 3.jpg|thumb|none|600px|And filling it with a speedloader full of .357 Magnum.]]&lt;br /&gt;
[[file:Mafia3 Colt Python world.jpg|thumb|none|600px|Lincoln threatens his Python for suddenly becoming shiny.]]&lt;br /&gt;
===Scoped Colt Python===&lt;br /&gt;
The scoped Python is rewarded as a favor from Vito Scaletta during the third racket takeover.&lt;br /&gt;
[[File:Colt Python scoped.jpg|thumb|350px|none|Colt Python Silhouette with 8 inch barrel, including factory scope - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta holding.jpg|thumb|none|600px|Lincoln holds the scoped Python, now with a nickel finish.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 1.jpg|thumb|none|600px|Lincoln aims the scoped Python at some dastardly wood.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta aim 2.jpg|thumb|none|600px|The scope view, reusing the same scope reticle as all the other scoped rifles in-game.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 1.jpg|thumb|none|600px|Lincoln reloads his Scoped Python in the same way as the other, dramatic flick.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 2.jpg|thumb|none|600px|Dumping spent cases.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta reloading 3.jpg|thumb|none|600px|And a fresh speedloader.]]&lt;br /&gt;
[[file:Mafia3 Colt Python luneta world.jpg|thumb|none|600px|This time Lincoln questions his Python for actually being shiny.]]&lt;br /&gt;
===Il Duca===&lt;br /&gt;
[[file:Mafia3IlDuca.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Il Duca&amp;quot;]]&lt;br /&gt;
[[file:Mafia3IlDucareload.jpg|thumb|none|600px|Lincoln reloads the &amp;quot;Il Duca&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3IlDucaground.jpg|thumb|none|600px|The &amp;quot;Il Duca&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diana 5G Air Pistol==&lt;br /&gt;
An air pistol resembling a [[Air Guns|Diana 5G Air Pistol]] is found in-game as the &amp;quot;Dormer B128&amp;quot;, used as a tranquilizer gun for Bounty Hunting missions added in the ''Stones Unturned'' DLC.&lt;br /&gt;
[[Image:Diana 5G.jpg|thumb|none|400px|Diana 5G Air Pistol]]&lt;br /&gt;
[[file:Mafia3 DartGun hold.jpg|thumb|none|600px|Lincoln gets to sneaking in the least subtle outfit known to man, with his trusty Diana 5G to tag and bag anyone who sees him.]]&lt;br /&gt;
[[file:Mafia3 DartGun aim.jpg|thumb|none|600px|Lincoln aims the Dormer B128 at a menacing sidewalk.]]&lt;br /&gt;
[[file:Mafia3 DartGun rel 1.jpg|thumb|none|600px|Reloading the &amp;quot;Dormer&amp;quot; by cracking open the barrel...]]&lt;br /&gt;
[[file:Mafia3 DartGun rel 2.jpg|thumb|none|600px|And stuffing a dart in the pipe.]]&lt;br /&gt;
[[file:Mafia3 DartGun world.jpg|thumb|none|600px|Lincoln threatens the Dormer, convincing it to talk falsely now.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard HDM==&lt;br /&gt;
The [[High Standard HDM]] is usable throughout the game as the &amp;quot;Silenced Deacon .22&amp;quot; after unlocking a turf for Thomas Burke.  It has an integral suppressor, allowing for more stealthy gunplay.&lt;br /&gt;
[[File:Hi-Standard-HD-Silenced.jpg|thumb|none|350px|High Standard HDM with integrated silencer - .22 LR]] &lt;br /&gt;
[[file:Mafia3 High Standard HDM holding.jpg|thumb|none|600px|Lincoln holds the HDM while doing some sneaky business.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM aim.jpg|thumb|none|600px|Before threatening the road with it.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 1.jpg|thumb|none|600px|Having terrified the asphalt, he drops his mag.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 2.jpg|thumb|none|600px|Inserts a new one.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM reloading 3.jpg|thumb|none|600px|And racks the slide.]]&lt;br /&gt;
[[file:Mafia3 High Standard HDM world.jpg|thumb|none|600px|Before executing it for knowing too much.]]&lt;br /&gt;
&lt;br /&gt;
==MAB PAP F1==&lt;br /&gt;
The [[MAB PA-15|MAB PAP F1]] appears as the &amp;quot;Blackburn FAF-33&amp;quot; as the highest tier semi-auto handgun, commonly used by mobsters in the late game areas of the French Ward, Frisco Fields, and Southdowns. One is found near the M60 at the Federal Bank during  the prologue.&lt;br /&gt;
[[File:MAB-PAP-F1.jpg|thumb|none|350px|MAB PAP F1 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 unknown pistol holding.jpg|thumb|none|600px|Lincoln sneaks into his old bar with his F1, nicely modeled for a rare pistol.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol aim.jpg|thumb|none|600px|Lincoln aims the MAB PAP F1 in the same vague direction of a dead man.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 1.jpg|thumb|none|600px|Not letting the dead get to him, Lincoln drops the mag.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 2.jpg|thumb|none|600px|Inserts a new one.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol reloading 3.jpg|thumb|none|600px|Lincoln reloads the MAB PAP F1, revealing that some dastardly mobster has stolen his barrel and his hands keep clipping into the gun.]]&lt;br /&gt;
[[file:Mafia3 unknown pistol world.jpg|thumb|none|600px|Lincoln looks down on the F1 while on a dock.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 39==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 39]] is known in-game as the &amp;quot;Alfredsson M419&amp;quot;. It's given free when the arms dealer van becomes available and very commonly used by enemy mobsters in areas such as Delray Hollow, Pointe Verdun, and River Row, and by the Federal Bank guards in the prologue.&lt;br /&gt;
[[File:S&amp;amp;W39.jpg|thumb|none|350px|Smith &amp;amp; Wesson 39 - 9x19mm]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power holding.jpg|thumb|none|600px|Lincoln clears a dock used for Cassandra's side missions with his Model 39.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power aim.jpg|thumb|none|600px|Before aiming it at some distant gators.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 1.jpg|thumb|none|600px|Having proven himself safe from alligators, he reloads by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 2.jpg|thumb|none|600px|Grabbing a new one.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power reloading 3.jpg|thumb|none|600px|And racking the slide.]]&lt;br /&gt;
[[file:Mafia3 Browning Hi-Power world.jpg|thumb|none|600px|Before looking down on it and it's weirdly shiny trigger and hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 19]] appears in-game as the &amp;quot;Alfredsson M200&amp;quot;, the standard sidearm of New Bourdeax's Police Department and an uncommon sight with mobsters. The M200 does only 38% damage per shot, compared to the Pheonix's 47%, implying that the former is used with .38 and the latter with .357.&lt;br /&gt;
[[file:Smith&amp;amp;Wesson-Model-19.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 19 - .357 Magnum]]&lt;br /&gt;
[[file:Mafia3 revolver 1 holding.jpg|thumb|none|600px|Lincoln holds the Smith &amp;amp; Wesson Model 19, ignoring the fact that his HUD claims it's a [[Ruger Blackhawk]].]]&lt;br /&gt;
[[file:Mafia3 revolver 1 aim.jpg|thumb|none|600px|Not letting the pictures getting to him, he aims at a far away barrel.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 1.jpg|thumb|none|600px|He reloads it by popping the spent shells out.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 2.jpg|thumb|none|600px|Letting em rain.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 reloading 3.jpg|thumb|none|600px|Before stuffing it with a speed loader.]]&lt;br /&gt;
[[file:Mafia3 revolver 1 world.jpg|thumb|none|600px|Lincoln looks down on a discarded Model 19.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33 (unusable)==&lt;br /&gt;
Connor Aldridge uses a pre-1947 [[Tokarev TT-33]] with an aftermarket and anachronistic muzzle brake in the ''Stones Unturned'' DLC as his sidearm of choice. The pistol is unusable by the player.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[Image:Wz48 compensator.jpg|thumb|none|350px|Polish M48 pistol with a compensator.]]&lt;br /&gt;
[[Image:Mafiaiii tt33.jpg|thumb|none|600px|Aldridge holds his custom TT-33 on a hostage, trying to remain threatening even with the hammer up on a single action only pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns, when hip-fired, play a pump racking sound after each shot, even including the lever action 1887, break action Lupara and the semi auto 1100.&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca_37#Ithaca_37_.22Stakeout.22|Ithaca 37]] appears in-game as the &amp;quot;Cornell 40&amp;quot;, used by mid-game mobsters.&lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|350px|Ithaca Model 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 holding.jpg|thumb|none|600px|Lincoln prepares to breach the old bar with his Ithaca 37.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 aim.jpg|thumb|none|600px|Lincoln aims the Ithaca 37, although it's best for close encounters.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 1.jpg|thumb|none|600px|Sending a shell down range and launching a shell magically from the side.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 2.jpg|thumb|none|600px|Not questioning how he broke the mechanics of the Ithaca 37 to do that, Lincoln just stuffs shells into the tube.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 reloading 3.jpg|thumb|none|600px|Before closing it.]]&lt;br /&gt;
[[file:Mafia3 Ithaca 37 world.jpg|thumb|none|600px|Lincoln looks down on the Ithaca 37.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] with an extended magazine tube appears as &amp;quot;Riot 550&amp;quot; and used by late-game mobsters.&lt;br /&gt;
[[Image:50577.jpg|thumb|none|350px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 holding.jpg|thumb|none|600px|Lincoln gets up close and personal with his 500.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 aim.jpg|thumb|none|600px|Aiming his weirdly shiny boomstick, vaguely familiar to a 500 Mariner which would be anachronistic for the game's 1968~ setting.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 1.jpg|thumb|none|600px|Firing reveals, voila! A working bolt that moves when the pump is racked.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 2.jpg|thumb|none|600px|Having found his gun works, Lincoln tops his shotgun off.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 reloading 3.jpg|thumb|none|600px|Before closing the gun up for more work.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 1 world.jpg|thumb|none|600px|Lincoln uses his shotgun to interrogate another shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A &amp;quot;Barker 390&amp;quot; pump-action shotgun can be used and is commonly found with low level mobsters. It appears to be a [[Remington 870]], and not the Mossberg 500AT some have claimed it to be, by the rounded trigger guard and the shorter magazine cap.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|350px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]] &lt;br /&gt;
[[file:Mafia3 Remington 870 holding.jpg|thumb|none|600px|Lincoln takes his new-found 870 out for a spin.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 aim.jpg|thumb|none|600px|Lincoln aims the 870 at some dead mobsters.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 1.jpg|thumb|none|600px|Firing it reveals that the bolt and pumps do actually move.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 2.jpg|thumb|none|600px|Satisfied with sweeping some mafia goons away, Lincoln tops the gun off.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 reloading 3.jpg|thumb|none|600px|Before racking the pump.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 world.jpg|thumb|none|600px|Lincoln looks at a dropped 870, wondering why the gun is grey and blue at the same time.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1100==&lt;br /&gt;
The [[Remington Model 1100]] appears as the &amp;quot;Barker 1500 Tactical&amp;quot;, given as a favor by Cassandra during the fifth racket takeover.&lt;br /&gt;
[[File:1100 classicfield-1-.jpg|thumb|none|350px|Remington Model 1100 - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 holding.jpg|thumb|none|600px|Lincoln prepares to breach and clear with his new 1100.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 aim.jpg|thumb|none|600px|Lincoln aims his 1100, marveling at its slightly too large charging handle that wouldn't actually allow the shotgun to properly cycle.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 1.jpg|thumb|none|600px|Reloading by stuffing a shell in the tube.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 2.jpg|thumb|none|600px|Stuffing another one in.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 reloading 3.jpg|thumb|none|600px|And underhand racking of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 unknown shotgun 2 world.jpg|thumb|none|600px|Lincoln stares at the dropped shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-off double barrel shotgun==&lt;br /&gt;
The classic [[Sawed-off Double Barrel Shotgun|Lupara]] appears in-game as the &amp;quot;Lupara&amp;quot; as one of the two sidearm shotguns.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|350px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun holding.jpg|thumb|none|600px|Lincoln plays with his Lupara at the local dock union.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun aim.jpg|thumb|none|600px|Before threatening the local pipes with it.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 1.jpg|thumb|none|600px|Having blown them away, he breaks the gun open and spits out 2 shells.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 2.jpg|thumb|none|600px|Before loading one.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun reloading 3.jpg|thumb|none|600px|And the other.]]&lt;br /&gt;
[[file:Mafia3 Sawed off double barrel shotgun world.jpg|thumb|none|600px|Lincoln aims down at a former mafioso owned Lupara.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Barker 390 (Gator Skin)&amp;quot;==&lt;br /&gt;
Supposedly a customized variant of the &amp;quot;Barker 390&amp;quot; (Remington 870) shotgun in the base game, the shotgun that comes with the Family Kickback Pack appears to be a mash-up of the in-game Remington 870 (receiver, magazine, and barrel) and Mossberg 500 (safety, triggerguard, and furniture). The result is vaguely reminiscent of the (anachronistic) [[Mossberg 590]].&lt;br /&gt;
[[Image:Moss590A1.jpg|thumb|none|350px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special holding.jpg|thumb|none|600px|Lincoln sneaks around with his Gator gat.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special aim.jpg|thumb|none|600px|Aiming the Gator.]]&lt;br /&gt;
[[file:Mafia3 Remington 870 special world.jpg|thumb|none|600px|Lincoln uses his tactically camo'd bolt action to look upon the Gator, and see how it's more Mossberg than Remington.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A [[Winchester Model 1887]] resembling the configuration from ''[[Terminator 2]]'' is available for use in ''Mafia III'', and a rare sight with mid game mafia goons as a sidearm shotgun. Lincoln can flip-cock the gun in a manner similar to Arnold Schwarzenegger albeit with one thumb given the smaller lever loop. It appears as the &amp;quot;Elmwood 1925&amp;quot; with a special version with the Judge, Jury &amp;amp; Executioner Weapon Pack, the &amp;quot;Exterminatore&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|350px|Sawed off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 holding.jpg|thumb|none|600px|Lincoln prepares to fix the future in the past with his 1887.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 aim.jpg|thumb|none|600px|Lincoln aims the 1887 at Vito's long suffering restaurant.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 1.jpg|thumb|none|600px|Reloading by inserting a shell while cradling the gun in the open lever.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 2.jpg|thumb|none|600px|Popping a few more in.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 reloading 3.jpg|thumb|none|600px|Before closing the gun with a flick of a thumb.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 1887 world.jpg|thumb|none|600px|Lincoln looks down at the 1887, noticing the normal lever loop.]]&lt;br /&gt;
===Exterminatore===&lt;br /&gt;
[[file:Mafia3Exterminatore.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Exterminatore&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Exterminatorereload.jpg|thumb|none|600px|Lincoln aims the &amp;quot;Exterminatore&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Exterminatoreground.jpg|thumb|none|600px|The &amp;quot;Exterminatore&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Beretta M12==&lt;br /&gt;
The [[Beretta M12]] appears in the game as &amp;quot;Carter M33-A&amp;quot;, rarely used by mid-game mafiosos.&lt;br /&gt;
[[File:Beretta M12.jpg|thumb|none|350px|Beretta M12 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 holding.jpg|thumb|none|600px|Lincoln watches the street with his M12.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 aim.jpg|thumb|none|600px|Lincoln aims the M12 at a distant street car.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 1.jpg|thumb|none|600px|Having poked it from far away, the reload begins with a mag removal.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 2.jpg|thumb|none|600px|Mag insertion.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 reloading 3.jpg|thumb|none|600px|And a rack of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Beretta M12 world.jpg|thumb|none|600px|While sneaking around a racket, Lincoln eyes up a dropped M12.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP54==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A3|Heckler &amp;amp; Koch MP54]] appears in-game, modeled on the very first MP5 prototype, the MP54. It appears in the game as &amp;quot;Deutsche M11B&amp;quot; and is acquired as a favor from Cassandra for the third racket takeover. While the MP54 isn't necessarily anachronistic, it was first adopted by the German Federal Police in 1966, which is two years prior to the game's setting, it's more or less anachronistic to see in the hands of random street thugs in 1968. The HUD icon wrongly displays the gun with folded stock and different muzzle.&lt;br /&gt;
[[file:H&amp;amp;K MP54.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP54 Earliest prototype of the H&amp;amp;K MP5 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 holding.jpg|thumb|none|600px|Lincoln holds his MP54, enjoying his new toy.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 aim.jpg|thumb|none|600px|Before threatening the brick work.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 1.jpg|thumb|none|600px|Reloading begins by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 reloading 3.jpg|thumb|none|600px|And grabbing the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Heckler &amp;amp; Koch MP54 world.jpg|thumb|none|600px|Lincoln uses his AK to question this space age German thing.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] appears in-game as the &amp;quot;Trench 1938&amp;quot; and used heavily by early game enemies. With the &amp;quot;Family Kick-back&amp;quot; pre-order pack, a special version of the M1A1 was included called the &amp;quot;Trench 1938 Drum&amp;quot; , having a vertical grip much like the earlier M1921 Thompsons, but still built into the M1A1-style forestock. Some M1A1s are also seen used by Hmong fighters in a stock footage scene.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson holding.jpg|thumb|none|600px|Lincoln holds the Thompson while hiding outside Sammy's Bar.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson aim.jpg|thumb|none|600px|Lincoln aims down the road.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 1.jpg|thumb|none|600px|Before removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson world.jpg|thumb|none|600px|While in the middle of a fight, Lincoln stares down at a dropped Thompson.]]&lt;br /&gt;
[[file:Mafia III hmong fighters.jpg|thumb|none|600px|The two supposed Hmong fighters in the middle can be seen using M1A1 Thompsons.]]&lt;br /&gt;
===M1A1 Thompson with a drum magazine===&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum holding.jpg|thumb|none|600px|Lincoln holds the Thompson while hiding at the Dock Union, note the fact that the animations aren't changed for the grip.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum aim.jpg|thumb|none|600px|Lincoln aims the Thompson, wondering how the drum fits at all.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 1.jpg|thumb|none|600px|Before dropping the drum.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 2.jpg|thumb|none|600px|Shoving a new one in, against all the mechanics of the Thompson's drum.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum reloading 3.jpg|thumb|none|600px|And yanking the bolt.]]&lt;br /&gt;
[[file:Mafia3 M1A1 Thompson 50 drum world.jpg|thumb|none|600px|Lincoln uses his sidearm to put this poor mutated M1A1 out of its misery.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 &amp;quot;Grease Gun&amp;quot;]] appears as the &amp;quot;M1N8&amp;quot;, used primarily by mobsters in the mid-game. A suppressed version is offered by Cassandra in the first racket takeover as a favor.&lt;br /&gt;
[[file:M3_Grease.jpg|thumb|none|350px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun holding.jpg|thumb|none|600px|Lincoln holds his Grease Gun while out in the Hollow.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun aim.jpg|thumb|none|600px|Lincoln aims the Grease Gun, revealing that its dust cover is closed, technically rendering it unable to fire.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 1.jpg|thumb|none|600px|Lincoln reloads by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun world.jpg|thumb|none|600px|Lincoln threatens one Grease Gun with another.]]&lt;br /&gt;
===OSS M3===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|OSS M3]].&lt;br /&gt;
[[File:OSS M3 Greas Gun.jpg|thumb|none|350px|OSS M3 with suppressor attached - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd holding.jpg|thumb|none|600px|Lincoln takes his suppressed version for a whirl.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd aim.jpg|thumb|none|600px|Lincoln aims the Grease Gun down the block.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 1.jpg|thumb|none|600px|Before doing the standard move of removing the mag.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 2.jpg|thumb|none|600px|Inserting the new one.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd reloading 3.jpg|thumb|none|600px|And racking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 M3A1 Grease gun sd world.jpg|thumb|none|600px|Lincoln looks down upon one Grease Gun with another.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears as the &amp;quot;Suppressed Mk 1020&amp;quot;, given to Lincoln during the ''Faster, Baby!'' DLC and available to purchase from the Arms Dealer after finishing the final mission.&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 submachine gun with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:Mafia3 mac10 hold.jpg|thumb|none|600px|Hearing the winds cry Mary, Lincoln ducks for cover with his MAC-10.]]&lt;br /&gt;
[[file:Mafia3 mac10 aim.jpg|thumb|none|600px|Lincoln aims the MAC-10, with one hand.]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 1.jpg|thumb|none|600px|Reloading the MAC-10 by removing the empty mag...]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 2.jpg|thumb|none|600px|Inserting a new one...]]&lt;br /&gt;
[[file:Mafia3 mac10 rel 3.jpg|thumb|none|600px|And locking the bolt back. Note it is actually modeled with an open bolt, which is a nice touch.]]&lt;br /&gt;
[[file:Mafia3 mac10 world.jpg|thumb|none|600px|Having been fooled by the UI image, Lincoln aims at his MAC-10 to make sure it isn't an anachronistic Cobray clone. Thankfully, it isn't. It's just weirdly big.]]&lt;br /&gt;
&lt;br /&gt;
==Uzi==&lt;br /&gt;
The [[Uzi]] appears in the game as the &amp;quot;Binya&amp;quot;, a late-game single handed SMG rarely wielded by mafiosos and in certain locations.&lt;br /&gt;
[[file:Uzi.jpg|thumb|350px|none|Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 uzi holding.jpg|thumb|none|600px|Lincoln holds his Uzi while running around an enemy racket.]]&lt;br /&gt;
[[file:Mafia3 uzi aim.jpg|thumb|none|600px|Lincoln aims the Uzi at a dead mafioso.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 1.jpg|thumb|none|600px|Before reloading by yanking the old mag out.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 2.jpg|thumb|none|600px|Putting the new one in.]]&lt;br /&gt;
[[file:Mafia3 uzi reloading 3.jpg|thumb|none|600px|And opening the bolt, revealing the Uzi is rendered with a moving bolt despite appearing as closed bolt in-game.]]&lt;br /&gt;
[[file:Mafia3 uzi world.jpg|thumb|none|600px|Lincoln gazes upon a dropped Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa._Vz.61_Skorpion#Sa._Vz._61_Skorpion|Sa. Vz.61 Skorpion]] appears in game as the &amp;quot;Czech Ver. Ba-65&amp;quot;, rarely used by mobsters in the early game and one of the first sidearm SMGs available for use.&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion holding.jpg|thumb|none|600px|Lincoln sneaks around a racket with his Skorpion.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion aim.jpg|thumb|none|600px|Threatening the pipes with 20 rounds of .32 ACP.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 1.jpg|thumb|none|600px|After establishing dominance via .32, Lincoln reloads by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 2.jpg|thumb|none|600px|Stuffing a new one in.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion reloading 3.jpg|thumb|none|600px|And grabbing both charging handle nubs and giving them a yank.]]&lt;br /&gt;
[[file:Mafia3 Sa. Vz.61 Skorpion world.jpg|thumb|none|600px|While sneaking in a racket filled with enemies, Lincoln eyes up another Skorpion.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 76==&lt;br /&gt;
The [[Smith &amp;amp; Wesson 76]] SMG appears in the game as the &amp;quot;Alfredsson M833&amp;quot; available from the Arms Dealer as a slower ROF alternative to the Thompson.&lt;br /&gt;
[[file:S&amp;amp;W_M76.jpg‎|thumb|350px|none|Smith &amp;amp; Wesson M76 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 holding.jpg|thumb|none|600px|Lincoln holds his 76 while hiding in the Hollow.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 aim.jpg|thumb|none|600px|Before aiming down the street at a nearby car.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 1.jpg|thumb|none|600px|Before removing the magazine.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 reloading 3.jpg|thumb|none|600px|And yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Smith &amp;amp; Wesson 76 world.jpg|thumb|none|600px|Lincoln uses his Ithaca to do the talking to the S&amp;amp;W.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] appears in-game as the &amp;quot;Pasadena AR30&amp;quot; and serves as the automatic weapon of choice for late game mafia goons. It's a mixture of both AKM and AK-47 parts, such as an AK-47 pistol grip, slab-side handguard and milled receiver but an AKM front sight post, gas block and ribbed receiver cover. A version painted black with tribal markings appears as the &amp;quot;Black Sacrament&amp;quot;, rewarded for completing the ''Signs Of The Times'' DLC.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|350px|AKM - 7.62x39mm]]&lt;br /&gt;
[[file:Mafia3 AK-47 holding.jpg|thumb|none|600px|Lincoln holds the AKM while sneaking around Vito's dockside restaurant.]]&lt;br /&gt;
[[file:Mafia3 AK-47 aim.jpg|thumb|none|600px|Lincoln aims the AKM, note the safety selector smack on safe.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 1.jpg|thumb|none|600px|That doesn't stop him from reloading by removing the mag.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 2.jpg|thumb|none|600px|Racking a new one in.]]&lt;br /&gt;
[[file:Mafia3 AK-47 reloading 3.jpg|thumb|none|600px|And doing the underhand technique 50 years before it'd be popular.]]&lt;br /&gt;
[[file:Mafia3 AK-47 world.jpg|thumb|none|600px|Lincoln gazes upon the AKM, giving us a good view of its weird kit bashing.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
The [[M16A1|Colt M16A1]] appears in-game as the &amp;quot;Stromer .223&amp;quot; as a favor from Burke during the fifth racket takeover or in a CIA Safehouse in the ''Stones Unturned'' DLC.&lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|350px|Colt M16A1 with 30 round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Mafia3 m16 holding.jpg|thumb|none|600px|Lincoln holds the M16A1 while running through the urban jungle.]]&lt;br /&gt;
[[file:Mafia3 m16 aim.jpg|thumb|none|600px|Lincoln aims the M16 at a menacing piece of asphalt.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 1.jpg|thumb|none|600px|Lincoln reloads the M16 by dropping the mag.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 2.jpg|thumb|none|600px|Grabbing one off of his persons.]]&lt;br /&gt;
[[file:Mafia3 m16 reloading 3.jpg|thumb|none|600px|Before inserting a new one and presumably hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] appears as the &amp;quot;Hartmann .30&amp;quot; and is commonly used by mafia goons in the early game. It appears without a bayonet lug, common on early civilian pattern guns such as Universal Firearms carbines. A heavily embellished version comes with the Judge, Jury and Executioner Weapon Pack, known as the &amp;quot;Praecisione .30&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
One also appears in the hands of a Hmong fighter in stock footage.&lt;br /&gt;
[[File:AutoOrdM1Carbine.jpg|thumb|none|350px|The Modern Manufactured version of the M1 Carbine, with standard stock, from Auto-Ordnance (affiliated with Kahr Arms and Thompson Arms) - .30 Carbine]] &lt;br /&gt;
[[file:Mafia3 M1 Carbine holding.jpg|thumb|none|600px|Lincoln skulks in the Hollow with his other M1.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine aim.jpg|thumb|none|600px|Lincoln aims the M1 Carbine, revealing the Korean War pattern rear sight with no bayonet lug, a common sight for Universal carbines of the era.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 1.jpg|thumb|none|600px|Having just shot a random pedestrian, Lincoln reloads by yanking the mag out.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 2.jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine reloading 3.jpg|thumb|none|600px|And yanking the charging handle in an overhand technique.]]&lt;br /&gt;
[[file:Mafia3 M1 Carbine world.jpg|thumb|none|600px|Lincoln interrogates an M1 Carbine, letting us get a good look.]]&lt;br /&gt;
[[file:Mafia III hmong fighters.jpg|thumb|none|600px|One of the two Hmong fighters on the far left can be seen with an M1 Carbine.]]&lt;br /&gt;
===Praecisione .30===&lt;br /&gt;
[[file:Mafia3Praecisione.30aim.jpg|thumb|none|600px|Lincoln aiming his &amp;quot;Praecisione .30&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Praecisione.30reload.jpg|thumb|none|600px|Reloading the Praecisione .30&amp;quot;.]]&lt;br /&gt;
[[file:Mafia3Praecisione_.30.jpg|thumb|none|600px|Lincoln examines his &amp;quot;Praecisione .30&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
A [[M1_Garand#M1_Garand|M1 Garand]] appears in-game as the &amp;quot;Mayweather .30&amp;quot; and commonly found on mid-game NPCs. Oddly the weapons description claims it replaced the in-game M1 Carbine analogue, rather than having both serve side by side like in real life.&lt;br /&gt;
[[file:M1 Garand.jpg|thumb|none|350px|M1 Garand - .30-06]]&lt;br /&gt;
[[file:Mafia3 m1 garand holding.jpg|thumb|none|600px|Lincoln holds his M1 while skulking around Vito's restaurant.]]&lt;br /&gt;
[[file:Mafia3 m1 garand aim.jpg|thumb|none|600px|Lincoln aims the M1 at a heavily shot piece of wall.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 1.jpg|thumb|none|600px|Reloading the M1 by yanking the charging handle open in a slightly uncomfortable looking underhand move.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 2.jpg|thumb|none|600px|Grabbing a spent clip.]]&lt;br /&gt;
[[file:Mafia3 m1 garand reloading 3.jpg|thumb|none|600px|And stuffing it into the rifle to threaten his Kaiser Darrin (known as the De'Leo Kashmir in-game).]]&lt;br /&gt;
[[file:Mafia3 m1 garand world.jpg|thumb|none|600px|Lincoln uses his AK to interrogate the M1 about its magical disappearing sling.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14_Rifle#M14_Rifle|M14]] appears as the &amp;quot;Automat SG&amp;quot; and is used by late-game mobsters although it does spawn in a few early game locations. It's notable for using its own separate ammo type, so you can only get ammo from other M14s with it. &lt;br /&gt;
&lt;br /&gt;
Despite not appearing in the game in any form, John Donovan mention the XM21 semiautomatic variant, by name.&lt;br /&gt;
[[file:M14Rifle.jpg|thumb|none|350px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 M14 holding.jpg|thumb|none|600px|Lincoln holds the M14 while hiding around Sammy's Bar.]]&lt;br /&gt;
[[file:Mafia3 M14 aim.jpg|thumb|none|600px|Lincoln aims the M14 after shooting another random pedestrian.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 1.jpg|thumb|none|600px|After a job well done, he treats his M14 by taking the mag out with some good trigger discipline.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 2.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[file:Mafia3 M14 reloading 3.jpg|thumb|none|600px|And racking the bolt.]]&lt;br /&gt;
[[file:Mafia3 M14 world.jpg|thumb|none|600px|After one too many crimes against passersby, Lincoln ditches his M14, letting us take a look at its magically disappearing sling.]]&lt;br /&gt;
===M14 with night vision sight===&lt;br /&gt;
An M14 fitted with a AN/PVS2 Starlight scope appears as a sniper rifle, the &amp;quot;Hawk 4540 Night Vision&amp;quot; as a favor from Vito for the fifth racket takeover.&lt;br /&gt;
[[file:Mafia3 m14 nvs holding.jpg|thumb|none|600px|Lincoln holds his sniper M14 after completing the favor.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 1.jpg|thumb|none|600px|Lincoln aims the M14 in normal iron sight mode.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs aim 2.jpg|thumb|none|600px|Before switching to the sniper mode and remembering it's a night vision scope. This reticle is shared by all scoped weapons in-game.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 1.jpg|thumb|none|600px|Having just melted his retinas by peering down a night vision scope in the middle of a bright New Orleans afternoon, he decides that reloading is a good idea.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 2.jpg|thumb|none|600px|Rummaging for a new mag.]]&lt;br /&gt;
[[file:Mafia3 m14 nvs reloading 3.jpg|thumb|none|600px|Before putting it in and giving the handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Springfield M1903A1==&lt;br /&gt;
The [[M1903_Springfield#M1903A1_Springfield_Rifle|Springfield M1903A1]] appears in-game as the &amp;quot;Mayweather M04A3&amp;quot; and is commonly used by Racket Enforcers in the mid-game. &lt;br /&gt;
[[file:M1903A1Springfield.jpg|thumb|none|350px|Springfield M1903A1 - .30-06]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 holding.jpg|thumb|none|600px|Lincoln takes his new Springfield out for a test by Vito's place.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 1.jpg|thumb|none|600px|Lincoln aims the Springfield M1903A1 normally.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 aim 2.jpg|thumb|none|600px|And with the scope, inaccurate for the M84 scope attached to the gun.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 1.jpg|thumb|none|600px|Despite that, Lincoln decides to feed it some fresh .30-06 by opening the bolt.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 3.jpg|thumb|none|600px|Feeding some rounds out of his pocket.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 reloading 2.jpg|thumb|none|600px|And closing it when he's done.]]&lt;br /&gt;
[[file:Mafia3 sniper rifle 1 world.jpg|thumb|none|600px|Lincoln stares at the scoped M1903A1 with his Model 70.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40|Tokarev SVT-40]] appears as the &amp;quot;Viper 55&amp;quot;, used by late game Racket Enforcers.&lt;br /&gt;
[[File:SVT-40 Sniper.jpg|thumb|none|350px|Tokarev SVT-40 with PU sniper scope - 7.62x54mmR]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 holding.jpg|thumb|none|600px|Lincoln sneaks onto a construction yard with his SVT.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 1.jpg|thumb|none|600px|Lincoln aims the SVT at his most powerful enemy yet, lumber.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 aim 2.jpg|thumb|none|600px|The scope view, same overly elaborate reticle as before.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 1.jpg|thumb|none|600px|Having vanquished the foe with 7.62x54R, Lincoln reloads by yanking the mag out.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 2.jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 reloading 3.jpg|thumb|none|600px|Before tilting the gun over and yanking the charging handle.]]&lt;br /&gt;
[[file:Mafia3 Tokarev SVT-40 world.jpg|thumb|none|600px|The SVT on the ground, as Lincoln considers a weapon swap.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in-game as the &amp;quot;Manitou Model 67&amp;quot; as the primary weapon of Racket Enforcers in the early game. A special version appears with camo wrapping with the Family Kickback DLC, fittingly named the &amp;quot;Camo Model 67&amp;quot;.&lt;br /&gt;
[[file:Pre64WinModel70.jpg|thumb|none|350px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 holding.jpg|thumb|none|600px|Lincoln holds the Model 70, having liberated it from its mafia-affiliated owner.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 1.jpg|thumb|none|600px|Lincoln aims at some menacing pipework with the Model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 aim 2.jpg|thumb|none|600px|Before using the scope to watch over his car.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 1.jpg|thumb|none|600px|Having confirmed his car is safe, he reloads by opening the bolt.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 3.jpg|thumb|none|600px|Popping in some new rounds.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 reloading 2.jpg|thumb|none|600px|And closing the bolt.]]&lt;br /&gt;
[[file:Mafia3 Winchester Model 70 world.jpg|thumb|none|600px|Lincoln eyes up a randomly spawned Model 70.]]&lt;br /&gt;
===Winchester Model 70 Camo Version===&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special holding.jpg|thumb|none|600px|Lincoln sneaks with his tactically camo'd Model 70.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special aim.jpg|thumb|none|600px|Lincoln aims his sneakily wrapped up rifle.]]&lt;br /&gt;
[[file:Mafia3 Winchester model 70 special world.jpg|thumb|none|600px|Looking it over with his handy Ithaca, the camo mostly consisting of tan and olive green straps.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M2 Heavy Barrel==&lt;br /&gt;
The [[Browning M2 Heavy Barrel]] appears in-game in the ''Stones Unturned'' DLC as part of mounted turrets found during the DLC's campaign. One can also be mounted to the Mohican Scout truck.&lt;br /&gt;
[[file:BrowningM2 plain.jpg|thumb|none|350px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[file:Mafia3 M2HB 1.jpg|thumb|none|600px|Having survived a gun fight, Lincoln eyes up a mounted M2.]]&lt;br /&gt;
[[file:Mafia3 M2HB 2.jpg|thumb|none|600px|Ignoring Donovan, he &amp;quot;takes aim&amp;quot; with the turret.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 BAR (unusable)==&lt;br /&gt;
In a stock footage scene explaining John Donovan's activities in South East Asia, we can see a Hmong fighter holding a [[BAR|M1918A2 BAR]].&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px||M1918A2 Browning Automatic Rifle without carry handle - .30-06 Springfield]]&lt;br /&gt;
[[File:Mafia III hmong fighters.jpg|thumb|none|600px|The Hmong fighter on the right can be seen holding the M1918A2 BAR, with the variant being easily identified by the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60_machine_gun#M60_Machine_Gun|M60]] appears as the &amp;quot;Hartmann 7.62&amp;quot;, first used during the prologue robbery on the Federal Reserve and finally as Vito's favor for the final racket takeover.&lt;br /&gt;
[[file:M60GPMG.jpg|thumb|none|350px|M60 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mafia3 m60 holding.jpg|thumb|none|600px|Lincoln is reunited with an old friend from Vietnam.]]&lt;br /&gt;
[[file:Mafia3 m60 aim.jpg|thumb|none|600px|Lincoln aims his M60 at a particular piece of siding.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 1.jpg|thumb|none|600px|Reloading The Pig begins with a yank of the charging handle.]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 2.jpg|thumb|none|600px|Opening the top cover...]]&lt;br /&gt;
[[file:Mafia3 m60 reloading 3.jpg|thumb|none|600px|And seating a fresh belt.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade|M67 hand grenade]] appears in-game as the &amp;quot;Frag Grenade&amp;quot;, acquired with the first level of &amp;quot;IRA Bomber&amp;quot; and frequently dropped by mid to late game NPCs.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[file:Mafia3 M67 hand grenade 1.jpg|thumb|none|600px|Using a scope to stare at a M67 and a cash wad dropped by a dead mafioso.]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 charges appear in-game when Lincoln rigs up certain objects in enemy rackets to blow. Actual charges can be acquired after acquiring the second level of the &amp;quot;IRA Bomber&amp;quot; perk.&lt;br /&gt;
[[file:Mafia3 C4 1.jpg|thumb|none|600px|Lincoln points his F1 at a C4 block rigged on some filing cabinets.]]&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
Dynamite appears in certain black market shipments found in rackets in-game.&lt;br /&gt;
[[File:Dynamite bundle.jpg|thumb|none|500px|A bundle of German WWII-Era dynamite with fuse]]&lt;br /&gt;
[[file:Mafia3 dynamite.jpg|thumb|none|600px|Eyeing up some classic dynamite bundles in a crate.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Mine==&lt;br /&gt;
An unknown Mine was added with the ''Stones Unturned'' DLC.&lt;br /&gt;
[[file:Mafia3Mine.jpg|thumb|none|600px|The Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]] appears as the &amp;quot;GL KORSKY&amp;quot;, added with the ''Stones Unturned'' DLC.&lt;br /&gt;
[[file:China Lake.jpg|thumb|none|350px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 China Lake hold.jpg|thumb|none|600px|Having cleaned out a bootlegger's shack for Burke, Jimi Clay takes cover with his China Lake.]]&lt;br /&gt;
[[file:Mafia3 China Lake aim.jpg|thumb|none|600px|Lincoln aims the China Lake, sharing the same crosshair as the later-mentioned M79.]]&lt;br /&gt;
[[file:Mafia3 China Lake rel 1.jpg|thumb|none|600px|Having opted to remove his car from existence, Lincoln sends a 40mm its way and racks the action.]]&lt;br /&gt;
[[file:Mafia3 China Lake rel 2.jpg|thumb|none|600px|Before stuffing another round into the tube.]]&lt;br /&gt;
[[file:Mafia3 China Lake world.jpg|thumb|none|600px|With his mode of transportation deleted, he takes the time to look at the rather shiny model of the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
==M72A1 LAW==&lt;br /&gt;
The [[M72 LAW]] appears as the &amp;quot;Hartmann AT-40&amp;quot; as Cassandra's final favor for the last racket in-game, although it does appear in the Royal Hotel before that.&lt;br /&gt;
[[file:M72A2LAW.jpg|thumb|none|350px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW holding.jpg|thumb|none|600px|Lincoln sneaks around Sammy's Bar with a very un-sneaky rocket launcher.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW aim.jpg|thumb|none|600px|Lincoln aims the M72A1 LAW down the block.]]&lt;br /&gt;
[[file:Mafia3 M72A1 LAW world.jpg|thumb|none|600px|Before threatening the spent tube with his suppressed M1911.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] appears as the &amp;quot;Hartmann HLP&amp;quot;, acquired through Burke's final favor for the last racket.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher holding.jpg|thumb|none|600px|Lincoln holds his new toy outside the old bar.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher aim.jpg|thumb|none|600px|Lincoln aims his M79 ready to wreak some havoc.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 1.jpg|thumb|none|600px|Reloading by yanking out the old shell.]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 2.jpg|thumb|none|600px|Grabbing...]]&lt;br /&gt;
[[file:Mafia3 M79 grenade launcher reloading 3.jpg|thumb|none|600px|And inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] appears as the &amp;quot;RPG KORSKY&amp;quot;, added with the ''Stones Unturned'' DLC. &lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:Mafia3 rpg7 hold.jpg|thumb|none|600px|Back in-town, Lincoln takes his final toy from the previous adventure out for a spin.]]&lt;br /&gt;
[[file:Mafia3 rpg7 aim.jpg|thumb|none|600px|Lincoln aims the RPG-7, for some reason gripping the middle of the tube.]]&lt;br /&gt;
[[file:Mafia3 rpg7 rel 1.jpg|thumb|none|600px|Not that it hampers his aim, as he grabs another PG-7VM rocket.]]&lt;br /&gt;
[[file:Mafia3 rpg7 rel 2.jpg|thumb|none|600px|And just stuffs it into the breech.]]&lt;br /&gt;
[[file:Mafia3 rpg7world.jpg|thumb|none|600px|RPG-7 on the ground, showing off its weirdly thin profile.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1636310</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1636310"/>
		<updated>2023-12-17T16:52:03Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* SIG P250 Compact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption = Promotional Art&lt;br /&gt;
|date = December 18, 2021 (Early Access)&amp;lt;br&amp;gt;December 13, 2023 (1.0 Release)&lt;br /&gt;
|developer = VOID Interactive&lt;br /&gt;
|publisher = VOID Interactive&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre = Tactical [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, an Ireland-based company. The game places the player in the role of a SWAT team leader, in a &amp;quot;Nondescript Modern America&amp;quot; and fictional city called &amp;quot;Los Suenos&amp;quot; (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Ready or Not}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the &amp;quot;Optiwand&amp;quot; from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in &amp;quot;safe&amp;quot; (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the &amp;quot;GFLHG003&amp;quot; serial number; &amp;quot;GFL&amp;quot; refers to ''Girls' Frontline'', and &amp;quot;HG003&amp;quot; is is the index number of the M9 T-Doll in ''GFL''.]]&lt;br /&gt;
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]&lt;br /&gt;
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]&lt;br /&gt;
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]&lt;br /&gt;
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]&lt;br /&gt;
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]&lt;br /&gt;
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]&lt;br /&gt;
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]&lt;br /&gt;
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]&lt;br /&gt;
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with &amp;quot;CTLO&amp;quot;.]]&lt;br /&gt;
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' simply as the &amp;quot;.357 MAGNUM&amp;quot;, as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]&lt;br /&gt;
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]&lt;br /&gt;
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]&lt;br /&gt;
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]&lt;br /&gt;
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]&lt;br /&gt;
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]&lt;br /&gt;
&amp;lt;!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]&lt;br /&gt;
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]&lt;br /&gt;
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]&lt;br /&gt;
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]&lt;br /&gt;
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]&lt;br /&gt;
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]&lt;br /&gt;
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 MOS (Gen 5)==&lt;br /&gt;
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name &amp;quot;G19&amp;quot;. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]&lt;br /&gt;
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]&lt;br /&gt;
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the &amp;quot;213 Park Homes&amp;quot; map with the G19.]]&lt;br /&gt;
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of &amp;quot;The Hand&amp;quot; terrorist cell disguised as a hospital worker runs with the Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]&lt;br /&gt;
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; normally found on Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP45&amp;quot; (previously named &amp;quot;USP Tactical&amp;quot;), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]&lt;br /&gt;
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]&lt;br /&gt;
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]&lt;br /&gt;
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]&lt;br /&gt;
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]&lt;br /&gt;
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
A [[Kimber Custom TLE II]] was added in version 1.0.&lt;br /&gt;
[[File:Kimber Custom TLE II pistol left side.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Legion==&lt;br /&gt;
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the &amp;quot;M11 Compact&amp;quot;.&lt;br /&gt;
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]&lt;br /&gt;
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]&lt;br /&gt;
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]&lt;br /&gt;
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]&lt;br /&gt;
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9-N]] appears in ''Ready or Not'' simply as the &amp;quot;MP9&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474).&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]&lt;br /&gt;
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]&lt;br /&gt;
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]&lt;br /&gt;
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]&lt;br /&gt;
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]&lt;br /&gt;
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet SPC9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the &amp;quot;SPC9&amp;quot;.&lt;br /&gt;
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger &amp;amp; Thomet SPC9 with telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]&lt;br /&gt;
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]&lt;br /&gt;
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]&lt;br /&gt;
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]&lt;br /&gt;
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big &amp;quot;SPC&amp;quot; marking to confirm its identity.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]&lt;br /&gt;
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]&lt;br /&gt;
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]&lt;br /&gt;
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]&lt;br /&gt;
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]&lt;br /&gt;
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]&lt;br /&gt;
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10 and MP5/40|H&amp;amp;K MP5/10]] appears in ''Ready or Not'' as the &amp;quot;MP5/10MM&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now &amp;quot;Paladin Ordnance&amp;quot;.]]&lt;br /&gt;
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]&lt;br /&gt;
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]&lt;br /&gt;
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]&lt;br /&gt;
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]&lt;br /&gt;
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]&lt;br /&gt;
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3|H&amp;amp;K MP5A3]] appears in ''Ready or Not'' simply as the &amp;quot;MP5A3&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]&lt;br /&gt;
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]&lt;br /&gt;
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]&lt;br /&gt;
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]&lt;br /&gt;
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]&lt;br /&gt;
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]&lt;br /&gt;
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]&lt;br /&gt;
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] was added with the Adam update in November 2022. It appears as the &amp;quot;MP7&amp;quot; as with most games, although it is modeled after the A2 version.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 &amp;quot;tan&amp;quot; finish.]]&lt;br /&gt;
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into &amp;quot;pistol&amp;quot; configuration and the MP7 itself is fitted with its H&amp;amp;K SD sound suppressor.]]&lt;br /&gt;
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]&lt;br /&gt;
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]&lt;br /&gt;
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]&lt;br /&gt;
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. &lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]&lt;br /&gt;
[[File:RoN UMP menu.jpg|thumb|none|600px|The UMP in the weapon customization menu. This is from an older build of the game, where the weapon lacked a 3 o'clock rail.]]&lt;br /&gt;
[[File:RoN UMP45 (1).jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP.]]&lt;br /&gt;
[[File:RoN UMP idle.jpg|thumb|none|600px|The UMP45 in the shoothouse.]]&lt;br /&gt;
[[File:RoN UMP ads.jpg|thumb|none|600px|Aiming the UMP.]]&lt;br /&gt;
[[File:RoN UMP45 (2).jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:RoN UMP45 (3).jpg|thumb|none|600px|The reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:RoN UMP reload.jpg|thumb|none|600px|Pushing the bolt release on the empty reload.]]&lt;br /&gt;
[[File:RoN UMP stockfold menu.jpg|thumb|none|600px|The UMP with its stock folded.]]&lt;br /&gt;
[[File:RoN UMP stockfold idle.jpg|thumb|none|600px|Ditto, in hand.]]&lt;br /&gt;
[[File:Ronump45 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the UMP.]]&lt;br /&gt;
[[File:Ronump45 2.jpg|thumb|none|600px|Firing on SWAT members. Note that while the first person model shows the fire selector moving, the world models will always be depicted on semi-auto (an exclusion which is understandable).]]&lt;br /&gt;
[[File:Ronump45 3.jpg|thumb|none|600px|Blind firing.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP9==&lt;br /&gt;
The 9mm variant of the UMP was added in version 1.0.&lt;br /&gt;
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot UMP9 01 equip.jpg|thumb|none|600px|Racking the charging handle after flicking the safety when first equipping the SMG.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 02 idle.jpg|thumb|none|600px|Holding the UMP9 at the front step of the Tran family home.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 04 aim.jpg|thumb|none|600px|As expected, the iron sights are identical to the UMP45.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 05 selector.jpg|thumb|none|600px|Flicking the selector switch.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 05 reload1.jpg|thumb|none|600px|Reloading while retaining the magazine after firing some rounds at not-Santa Monica Pier.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 06 reload2.jpg|thumb|none|600px|About to load a new magazine after throwing the empty one, although strangely they seem to have forgotten to use the filled magazine model.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 07 reload3.jpg|thumb|none|600px|The officer using his thumb IP joint to press the bolt.]]&lt;br /&gt;
[[File:ReadyorNot VinnyUMP9.jpg|thumb|none|600px|Vinh &amp;quot;Vinny&amp;quot; Tran with the UMP9.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]&lt;br /&gt;
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]&lt;br /&gt;
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]&lt;br /&gt;
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]&lt;br /&gt;
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]&lt;br /&gt;
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not'' simply as the &amp;quot;M4 SUPER 90&amp;quot;. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]&lt;br /&gt;
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]&lt;br /&gt;
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]&lt;br /&gt;
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]&lt;br /&gt;
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]&lt;br /&gt;
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]&lt;br /&gt;
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
The [[Benelli Supernova Tactical]] was added in version 1.0.&lt;br /&gt;
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 1301 Tactical==&lt;br /&gt;
The [[Beretta 1301]] appears in ''Ready or Not'' as the &amp;quot;B1301&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called &amp;quot;B1301 ENTRYMAN&amp;quot; (known in earlier official materials as &amp;quot;FBI-HRT Edition&amp;quot;).&lt;br /&gt;
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]&lt;br /&gt;
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]&lt;br /&gt;
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]&lt;br /&gt;
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]&lt;br /&gt;
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]&lt;br /&gt;
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]&lt;br /&gt;
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]&lt;br /&gt;
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]&lt;br /&gt;
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the &amp;quot;B1301 ENTRYMAN&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:RoN Mossberg500 loadoutmenu.jpg|thumb|none|600px|The Mossberg 500 Cruiser in the loadout menu. Due to it being a &amp;quot;long tactical&amp;quot;, it is not viewable in the modification menu.]]&lt;br /&gt;
[[File:RoN M500C Breacher (1).jpg|thumb|none|600px|The M500 breacher equipped.]]&lt;br /&gt;
[[File:RoN M500C Breacher (2).jpg|thumb|none|600px|Drawing the sight bead on a suspicious doorknob.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload1.jpg|thumb|none|600px|Reloading the Mossberg 500 after demolishing another doorknob.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload2.jpg|thumb|none|600px|Inserting a fresh shell into the breech.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload3.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]&lt;br /&gt;
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]&lt;br /&gt;
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]&lt;br /&gt;
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]&lt;br /&gt;
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]&lt;br /&gt;
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]&lt;br /&gt;
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Arsenal SLR-107UR==&lt;br /&gt;
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot;; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The &amp;quot;SLR47&amp;quot; on the gun bench; note the straighter ALG trigger.]]&lt;br /&gt;
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model; aside from the serial number, the markings read &amp;quot;SLR 47UA&amp;quot; (effectively confirming its identity), and &amp;quot;Cal. 7.45x39mm&amp;quot; below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]&lt;br /&gt;
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]&lt;br /&gt;
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]&lt;br /&gt;
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]&lt;br /&gt;
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]&lt;br /&gt;
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]&lt;br /&gt;
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the SLR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]&lt;br /&gt;
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]&lt;br /&gt;
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]&lt;br /&gt;
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]&lt;br /&gt;
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]&lt;br /&gt;
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The &amp;quot;DSA00106&amp;quot; serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]&lt;br /&gt;
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to &amp;quot;GA416&amp;quot;.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]&lt;br /&gt;
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen. Also visible are &amp;quot;65-000404&amp;quot; serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. &amp;quot;65&amp;quot; is the index number of the HK416 T-Doll character, and &amp;quot;404&amp;quot; is the name of the unit (Squad 404) that HK416 is a member of in the story.]]&lt;br /&gt;
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]&lt;br /&gt;
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]&lt;br /&gt;
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]&lt;br /&gt;
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to &amp;quot;AUTO&amp;quot;.]]&lt;br /&gt;
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the &amp;quot;MK18&amp;quot;. The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the &amp;quot;M4A1&amp;quot;. Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.&lt;br /&gt;
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the &amp;quot;M4A1&amp;quot; name and carry handle.]]&lt;br /&gt;
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]&lt;br /&gt;
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]&lt;br /&gt;
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]&lt;br /&gt;
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]&lt;br /&gt;
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]&lt;br /&gt;
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]&lt;br /&gt;
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]&lt;br /&gt;
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]&lt;br /&gt;
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]&lt;br /&gt;
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named &amp;quot;BCM Mk1&amp;quot; and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings, similar to the real weapon's &amp;quot;BCM&amp;quot;, can be seen on the magazine well; this presumably stands for something like &amp;quot;Delta Company Manufacturing&amp;quot;, rather than &amp;quot;Dichloromethane&amp;quot; as some might assume.]]&lt;br /&gt;
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]&lt;br /&gt;
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]&lt;br /&gt;
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX==&lt;br /&gt;
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in 5.56x45mm was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by &amp;quot;SIC SUHL INC&amp;quot;. Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name.&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]&lt;br /&gt;
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]&lt;br /&gt;
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]&lt;br /&gt;
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]&lt;br /&gt;
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]&lt;br /&gt;
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]&lt;br /&gt;
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]&lt;br /&gt;
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The &amp;quot;LVAR&amp;quot; is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.&lt;br /&gt;
&lt;br /&gt;
An announcement stated that it uses &amp;quot;an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts&amp;quot;. However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5&amp;quot; handguard for SIG-Sauer MCX VIRTUS]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90MBR==&lt;br /&gt;
The [[Thales F90|Thales F90MBR]] was added in version 1.0.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appears in ''Ready or Not'' simply as the &amp;quot;M320&amp;quot;. It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]&lt;br /&gt;
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]&lt;br /&gt;
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]&lt;br /&gt;
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]&lt;br /&gt;
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
&lt;br /&gt;
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like &amp;lt;i&amp;gt;Ready or Not&amp;lt;/i&amp;gt;'s inspiration game ''[[S.W.A.T. 4]]''.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]&lt;br /&gt;
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]&lt;br /&gt;
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==VKS==&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]&lt;br /&gt;
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]&lt;br /&gt;
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]&lt;br /&gt;
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down &amp;quot;R&amp;quot; to check that the pepperball magazine is still in one piece.]]&lt;br /&gt;
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]&lt;br /&gt;
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named &amp;quot;TASER&amp;quot;, as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]&lt;br /&gt;
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]&lt;br /&gt;
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]&lt;br /&gt;
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]&lt;br /&gt;
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RoN M1911A1.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label &amp;quot;G18 AUTO&amp;quot;. &lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' simply as the &amp;quot;MAKAROV&amp;quot; and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PPQ===&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.&lt;br /&gt;
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]&lt;br /&gt;
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]&lt;br /&gt;
&lt;br /&gt;
===SIG P250 Compact===&lt;br /&gt;
While currently an unused police weapon in the files, a [[SIG P250 Compact]], simply named &amp;quot;P250&amp;quot; in game, is seen used by most suspects in the recently added Los Suenos Postal Service level.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an &amp;quot;M9A1&amp;quot; in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Calico M950===&lt;br /&gt;
The [[Calico M950]] was added in version 1.0 and strangely appears in the hands of low level suspects. &lt;br /&gt;
[[Image:CalicoM950.jpg‎|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the &amp;quot;9mm Only&amp;quot; marking, but instead of &amp;quot;Calico&amp;quot; being written on it, &amp;quot;Portinari&amp;quot; is written instead (perhaps referring to Candido Portinari?).]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' simply as the &amp;quot;UZI&amp;quot;, commonly used by both low and high-level suspects. &amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]&lt;br /&gt;
[[File:Ronthehanduzi 1.jpg|600px|thumb|none|A member of the terrorist cell &amp;quot;The Hand&amp;quot; with the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec TEC-9===&lt;br /&gt;
The [[TEC-9]] appears in ''Ready or Not'' simply as the &amp;quot;TEC-9&amp;quot; and commonly used by low-level suspects, including sometimes as a backup to another primary. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]&lt;br /&gt;
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]&lt;br /&gt;
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M76]] appears in ''Ready or Not'' simply as the &amp;quot;M76&amp;quot; and is used by high-level suspects.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|none|450px|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' simply as the &amp;quot;MPL&amp;quot; and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it makes a smidge of sense for Cherryessa's placeholder survivalists.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]&lt;br /&gt;
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an MPL.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of &amp;quot;Walther&amp;quot;, the text inside the logo says &amp;quot;Shadilay&amp;quot;, in reference to the song by PEPE.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===12 Gauge Double Barreled Sawed-Off Shotgun===&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon used by low-level suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:RoN Sawed off.jpg|600px|thumb|none|Always found on at least one suspect in the gas station. It's not entirely clear as to what this side-by-side in particular one is modeled after.]]&lt;br /&gt;
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|One of the gas station robbers with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The [[Ithaca 37]] appears in ''Ready or Not'' as the &amp;quot;M37&amp;quot;, and used by low-level suspects. &lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|450px|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
[[File:RoN IthacaM37 evidence.jpg|thumb|none|600px|The Ithaca Model 37 dropped by a suspect.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the &amp;quot;Saiga 12&amp;quot;.&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590===&lt;br /&gt;
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the &amp;quot;M590-A&amp;quot;. It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious &amp;quot;Non-Lethal&amp;quot; versions that fire beanbags.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 &amp;quot;Special&amp;quot;- 12 gauge]]&lt;br /&gt;
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] &lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as &amp;quot;M37&amp;quot;, presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an 1897.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKM===&lt;br /&gt;
The [[AKM]] appears in the hands of high level suspects.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]&lt;br /&gt;
[[File:Ronthehandakm 1.jpg|600px|thumb|none|A physical AKM that can sometimes be found in the hands of &amp;quot;The Hand&amp;quot; terrorists in the recently finished Hospital level. As of 1.0, they seem to be using AK-74M rifles instead, and the AKM rifles are now used by other high tier criminals.]]&lt;br /&gt;
[[File:Ronthehandakm 2.jpg|600px|thumb|none|Aiming. Note all the AKM models appear to have AK-47 dust covers.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
The [[AK-103]] appears in the hands of Russian mobsters in the &amp;quot;Hide and Seek&amp;quot; level.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:AK103.jpg|thumb|none|400px|AK-103 with cleaning rod removed - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AK103.jpg|600px|thumb|none|An AK-103 found from fallen Russian mobster in Port Hokan. Note the solid AK-74 style synthetic stock, a common sight on American-made AK-103 clones that don't have the 74M style receiver.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The [[AK-74M]] appears in the hands of high level suspects, most notably members of &amp;quot;The Hand&amp;quot;. They are all outfitted with Midwest Industries AK Gen 2 M-LOK handguards, although no attachments appear to be fitted on them so far.&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-74M. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] is frequently seen in the hands of &amp;quot;The Hand&amp;quot; terrorists.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:RoN AKS-74U evidence.jpg|thumb|none|600px|A suspect's AKS-74U under illumination from the MP5's SureFire weapon light. It appears to have an unusual 20-round magazine.]]&lt;br /&gt;
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]&lt;br /&gt;
&lt;br /&gt;
===ArmaLite AR-180===&lt;br /&gt;
The [[ArmaLite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels. A rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]&lt;br /&gt;
[[File:Ronar180 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]&lt;br /&gt;
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]&lt;br /&gt;
&lt;br /&gt;
===Colt CSR-1516===&lt;br /&gt;
A competition style [[AR-15]] is used by suspects in the Brisa Cove level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard.&lt;br /&gt;
[[File:RoN AR15 2.jpg|thumb|600px|none|Judge marvels at the in-game &amp;quot;Custom AR&amp;quot; of the Brisa Cove suspects that seems to stand perfectly straight on its 20 round magazine.]]&lt;br /&gt;
[[File:RoN AR15 3.jpg|thumb|600px|none|The right side, showing the standard AR-15 upper unlike the CSR's slickside.]]&lt;br /&gt;
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of &amp;quot;The Left Behind&amp;quot; domestic terrorist group with the 1516. This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&amp;amp;W M76 he found earlier....]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell &amp;quot;The Hand&amp;quot;.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]&lt;br /&gt;
[[File:Ronthehandg3 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; runs with his G3.]]&lt;br /&gt;
[[File:Rong3 2.jpg|600px|thumb|none|Note the invisible flashlight with light still protruding from the barrel alongside his thumb clipping into the handguard.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]&lt;br /&gt;
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] appears in ''Ready or Not'' simply as the &amp;quot;M14&amp;quot;. It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]&lt;br /&gt;
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]&lt;br /&gt;
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]&lt;br /&gt;
[[File:Ronm14 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name &amp;quot;USED MARKSMAN RIFLE&amp;quot;, and can only be found in the &amp;quot;Brisa Cove&amp;quot; level. The in-game model features a Harris bipod.&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M249 Para===&lt;br /&gt;
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the &amp;quot;M249&amp;quot;, and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the &amp;quot;Brisa Cove&amp;quot; level.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M249.jpg|600px|thumb|none|The M249 found in the Brisa Cove penthouse level after subduing a room full of disgruntled veterans. ]]&lt;br /&gt;
&lt;br /&gt;
===RPD===&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' simply as the &amp;quot;RPD&amp;quot; and is used by various high-level suspects.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]&lt;br /&gt;
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand&amp;quot; with the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Other== &lt;br /&gt;
===RGD-5 Fragmentation Grenade===&lt;br /&gt;
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]&lt;br /&gt;
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1636309</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1636309"/>
		<updated>2023-12-17T16:50:38Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Walther MPL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption = Promotional Art&lt;br /&gt;
|date = December 18, 2021 (Early Access)&amp;lt;br&amp;gt;December 13, 2023 (1.0 Release)&lt;br /&gt;
|developer = VOID Interactive&lt;br /&gt;
|publisher = VOID Interactive&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre = Tactical [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, an Ireland-based company. The game places the player in the role of a SWAT team leader, in a &amp;quot;Nondescript Modern America&amp;quot; and fictional city called &amp;quot;Los Suenos&amp;quot; (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Ready or Not}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the &amp;quot;Optiwand&amp;quot; from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in &amp;quot;safe&amp;quot; (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the &amp;quot;GFLHG003&amp;quot; serial number; &amp;quot;GFL&amp;quot; refers to ''Girls' Frontline'', and &amp;quot;HG003&amp;quot; is is the index number of the M9 T-Doll in ''GFL''.]]&lt;br /&gt;
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]&lt;br /&gt;
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]&lt;br /&gt;
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]&lt;br /&gt;
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]&lt;br /&gt;
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]&lt;br /&gt;
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]&lt;br /&gt;
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]&lt;br /&gt;
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]&lt;br /&gt;
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with &amp;quot;CTLO&amp;quot;.]]&lt;br /&gt;
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' simply as the &amp;quot;.357 MAGNUM&amp;quot;, as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]&lt;br /&gt;
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]&lt;br /&gt;
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]&lt;br /&gt;
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]&lt;br /&gt;
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]&lt;br /&gt;
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]&lt;br /&gt;
&amp;lt;!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]&lt;br /&gt;
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]&lt;br /&gt;
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]&lt;br /&gt;
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]&lt;br /&gt;
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]&lt;br /&gt;
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]&lt;br /&gt;
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 MOS (Gen 5)==&lt;br /&gt;
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name &amp;quot;G19&amp;quot;. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]&lt;br /&gt;
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]&lt;br /&gt;
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the &amp;quot;213 Park Homes&amp;quot; map with the G19.]]&lt;br /&gt;
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of &amp;quot;The Hand&amp;quot; terrorist cell disguised as a hospital worker runs with the Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]&lt;br /&gt;
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; normally found on Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP45&amp;quot; (previously named &amp;quot;USP Tactical&amp;quot;), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]&lt;br /&gt;
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]&lt;br /&gt;
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]&lt;br /&gt;
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]&lt;br /&gt;
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]&lt;br /&gt;
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
A [[Kimber Custom TLE II]] was added in version 1.0.&lt;br /&gt;
[[File:Kimber Custom TLE II pistol left side.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Legion==&lt;br /&gt;
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the &amp;quot;M11 Compact&amp;quot;.&lt;br /&gt;
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]&lt;br /&gt;
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]&lt;br /&gt;
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]&lt;br /&gt;
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]&lt;br /&gt;
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9-N]] appears in ''Ready or Not'' simply as the &amp;quot;MP9&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474).&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]&lt;br /&gt;
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]&lt;br /&gt;
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]&lt;br /&gt;
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]&lt;br /&gt;
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]&lt;br /&gt;
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet SPC9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the &amp;quot;SPC9&amp;quot;.&lt;br /&gt;
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger &amp;amp; Thomet SPC9 with telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]&lt;br /&gt;
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]&lt;br /&gt;
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]&lt;br /&gt;
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]&lt;br /&gt;
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big &amp;quot;SPC&amp;quot; marking to confirm its identity.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]&lt;br /&gt;
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]&lt;br /&gt;
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]&lt;br /&gt;
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]&lt;br /&gt;
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]&lt;br /&gt;
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]&lt;br /&gt;
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10 and MP5/40|H&amp;amp;K MP5/10]] appears in ''Ready or Not'' as the &amp;quot;MP5/10MM&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now &amp;quot;Paladin Ordnance&amp;quot;.]]&lt;br /&gt;
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]&lt;br /&gt;
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]&lt;br /&gt;
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]&lt;br /&gt;
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]&lt;br /&gt;
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]&lt;br /&gt;
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3|H&amp;amp;K MP5A3]] appears in ''Ready or Not'' simply as the &amp;quot;MP5A3&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]&lt;br /&gt;
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]&lt;br /&gt;
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]&lt;br /&gt;
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]&lt;br /&gt;
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]&lt;br /&gt;
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]&lt;br /&gt;
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]&lt;br /&gt;
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] was added with the Adam update in November 2022. It appears as the &amp;quot;MP7&amp;quot; as with most games, although it is modeled after the A2 version.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 &amp;quot;tan&amp;quot; finish.]]&lt;br /&gt;
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into &amp;quot;pistol&amp;quot; configuration and the MP7 itself is fitted with its H&amp;amp;K SD sound suppressor.]]&lt;br /&gt;
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]&lt;br /&gt;
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]&lt;br /&gt;
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]&lt;br /&gt;
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the reload of the UMP uses the bolt release instead of most games that use the H&amp;amp;K Slap. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. &lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotUMPThirdPersonPlaceHolder.JPG|thumb|none|600px|A pre-release render showing the top of a UMP with a Vortex Venom red dot sight attached.]]&lt;br /&gt;
[[File:RoN UMP menu.jpg|thumb|none|600px|The UMP in the weapon customization menu. This is from an older build of the game, where the weapon lacked a 3 o'clock rail.]]&lt;br /&gt;
[[File:RoN UMP45 (1).jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP.]]&lt;br /&gt;
[[File:RoN UMP idle.jpg|thumb|none|600px|The UMP45 in the shoothouse.]]&lt;br /&gt;
[[File:RoN UMP ads.jpg|thumb|none|600px|Aiming the UMP.]]&lt;br /&gt;
[[File:RoN UMP45 (2).jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:RoN UMP45 (3).jpg|thumb|none|600px|The reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:RoN UMP reload.jpg|thumb|none|600px|Pushing the bolt release on the empty reload.]]&lt;br /&gt;
[[File:RoN UMP stockfold menu.jpg|thumb|none|600px|The UMP with its stock folded.]]&lt;br /&gt;
[[File:RoN UMP stockfold idle.jpg|thumb|none|600px|Ditto, in hand.]]&lt;br /&gt;
[[File:Ronump45 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the UMP.]]&lt;br /&gt;
[[File:Ronump45 2.jpg|thumb|none|600px|Firing on SWAT members. Note that while the first person model shows the fire selector moving, the world models will always be depicted on semi-auto (an exclusion which is understandable).]]&lt;br /&gt;
[[File:Ronump45 3.jpg|thumb|none|600px|Blind firing.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch UMP9==&lt;br /&gt;
The 9mm variant of the UMP was added in version 1.0.&lt;br /&gt;
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot UMP9 01 equip.jpg|thumb|none|600px|Racking the charging handle after flicking the safety when first equipping the SMG.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 02 idle.jpg|thumb|none|600px|Holding the UMP9 at the front step of the Tran family home.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 04 aim.jpg|thumb|none|600px|As expected, the iron sights are identical to the UMP45.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 05 selector.jpg|thumb|none|600px|Flicking the selector switch.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 05 reload1.jpg|thumb|none|600px|Reloading while retaining the magazine after firing some rounds at not-Santa Monica Pier.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 06 reload2.jpg|thumb|none|600px|About to load a new magazine after throwing the empty one, although strangely they seem to have forgotten to use the filled magazine model.]]&lt;br /&gt;
[[File:ReadyorNot UMP9 07 reload3.jpg|thumb|none|600px|The officer using his thumb IP joint to press the bolt.]]&lt;br /&gt;
[[File:ReadyorNot VinnyUMP9.jpg|thumb|none|600px|Vinh &amp;quot;Vinny&amp;quot; Tran with the UMP9.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]&lt;br /&gt;
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]&lt;br /&gt;
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]&lt;br /&gt;
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]&lt;br /&gt;
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]&lt;br /&gt;
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not'' simply as the &amp;quot;M4 SUPER 90&amp;quot;. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]&lt;br /&gt;
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]&lt;br /&gt;
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]&lt;br /&gt;
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]&lt;br /&gt;
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]&lt;br /&gt;
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]&lt;br /&gt;
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
The [[Benelli Supernova Tactical]] was added in version 1.0.&lt;br /&gt;
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 1301 Tactical==&lt;br /&gt;
The [[Beretta 1301]] appears in ''Ready or Not'' as the &amp;quot;B1301&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called &amp;quot;B1301 ENTRYMAN&amp;quot; (known in earlier official materials as &amp;quot;FBI-HRT Edition&amp;quot;).&lt;br /&gt;
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]&lt;br /&gt;
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]&lt;br /&gt;
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]&lt;br /&gt;
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]&lt;br /&gt;
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]&lt;br /&gt;
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]&lt;br /&gt;
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]&lt;br /&gt;
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]&lt;br /&gt;
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the &amp;quot;B1301 ENTRYMAN&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[File:RoN Mossberg500 loadoutmenu.jpg|thumb|none|600px|The Mossberg 500 Cruiser in the loadout menu. Due to it being a &amp;quot;long tactical&amp;quot;, it is not viewable in the modification menu.]]&lt;br /&gt;
[[File:RoN M500C Breacher (1).jpg|thumb|none|600px|The M500 breacher equipped.]]&lt;br /&gt;
[[File:RoN M500C Breacher (2).jpg|thumb|none|600px|Drawing the sight bead on a suspicious doorknob.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload1.jpg|thumb|none|600px|Reloading the Mossberg 500 after demolishing another doorknob.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload2.jpg|thumb|none|600px|Inserting a fresh shell into the breech.]]&lt;br /&gt;
[[File:RoN Mossberg500 reload3.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]&lt;br /&gt;
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]&lt;br /&gt;
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]&lt;br /&gt;
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]&lt;br /&gt;
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]&lt;br /&gt;
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]&lt;br /&gt;
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Arsenal SLR-107UR==&lt;br /&gt;
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot;; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The &amp;quot;SLR47&amp;quot; on the gun bench; note the straighter ALG trigger.]]&lt;br /&gt;
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model; aside from the serial number, the markings read &amp;quot;SLR 47UA&amp;quot; (effectively confirming its identity), and &amp;quot;Cal. 7.45x39mm&amp;quot; below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]&lt;br /&gt;
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]&lt;br /&gt;
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]&lt;br /&gt;
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]&lt;br /&gt;
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]&lt;br /&gt;
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]&lt;br /&gt;
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the SLR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]&lt;br /&gt;
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]&lt;br /&gt;
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]&lt;br /&gt;
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]&lt;br /&gt;
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]&lt;br /&gt;
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The &amp;quot;DSA00106&amp;quot; serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]&lt;br /&gt;
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to &amp;quot;GA416&amp;quot;.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]&lt;br /&gt;
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen. Also visible are &amp;quot;65-000404&amp;quot; serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. &amp;quot;65&amp;quot; is the index number of the HK416 T-Doll character, and &amp;quot;404&amp;quot; is the name of the unit (Squad 404) that HK416 is a member of in the story.]]&lt;br /&gt;
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]&lt;br /&gt;
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]&lt;br /&gt;
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]&lt;br /&gt;
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to &amp;quot;AUTO&amp;quot;.]]&lt;br /&gt;
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the &amp;quot;MK18&amp;quot;. The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the &amp;quot;M4A1&amp;quot;. Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.&lt;br /&gt;
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the &amp;quot;M4A1&amp;quot; name and carry handle.]]&lt;br /&gt;
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]&lt;br /&gt;
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]&lt;br /&gt;
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]&lt;br /&gt;
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]&lt;br /&gt;
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]&lt;br /&gt;
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]&lt;br /&gt;
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]&lt;br /&gt;
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]&lt;br /&gt;
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]&lt;br /&gt;
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named &amp;quot;BCM Mk1&amp;quot; and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings, similar to the real weapon's &amp;quot;BCM&amp;quot;, can be seen on the magazine well; this presumably stands for something like &amp;quot;Delta Company Manufacturing&amp;quot;, rather than &amp;quot;Dichloromethane&amp;quot; as some might assume.]]&lt;br /&gt;
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]&lt;br /&gt;
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]&lt;br /&gt;
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX==&lt;br /&gt;
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in 5.56x45mm was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by &amp;quot;SIC SUHL INC&amp;quot;. Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name.&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]&lt;br /&gt;
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]&lt;br /&gt;
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]&lt;br /&gt;
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]&lt;br /&gt;
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]&lt;br /&gt;
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]&lt;br /&gt;
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]&lt;br /&gt;
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The &amp;quot;LVAR&amp;quot; is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.&lt;br /&gt;
&lt;br /&gt;
An announcement stated that it uses &amp;quot;an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts&amp;quot;. However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5&amp;quot; handguard for SIG-Sauer MCX VIRTUS]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90MBR==&lt;br /&gt;
The [[Thales F90|Thales F90MBR]] was added in version 1.0.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appears in ''Ready or Not'' simply as the &amp;quot;M320&amp;quot;. It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]&lt;br /&gt;
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]&lt;br /&gt;
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]&lt;br /&gt;
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]&lt;br /&gt;
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
&lt;br /&gt;
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like &amp;lt;i&amp;gt;Ready or Not&amp;lt;/i&amp;gt;'s inspiration game ''[[S.W.A.T. 4]]''.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]&lt;br /&gt;
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]&lt;br /&gt;
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==VKS==&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]&lt;br /&gt;
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]&lt;br /&gt;
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]&lt;br /&gt;
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down &amp;quot;R&amp;quot; to check that the pepperball magazine is still in one piece.]]&lt;br /&gt;
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]&lt;br /&gt;
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named &amp;quot;TASER&amp;quot;, as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]&lt;br /&gt;
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]&lt;br /&gt;
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]&lt;br /&gt;
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]&lt;br /&gt;
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RoN M1911A1.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label &amp;quot;G18 AUTO&amp;quot;. &lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' simply as the &amp;quot;MAKAROV&amp;quot; and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PPQ===&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.&lt;br /&gt;
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]&lt;br /&gt;
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]&lt;br /&gt;
&lt;br /&gt;
===SIG P250 Compact===&lt;br /&gt;
While currently an unused police weapon in the files, a [[SIG P250 Compact|SIG P250 compact]], simply named &amp;quot;P250&amp;quot; in game. It is seen used by most suspects in the recently added Los Suenos Postal Service level.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm]]&lt;br /&gt;
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an &amp;quot;M9A1&amp;quot; in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Calico M950===&lt;br /&gt;
The [[Calico M950]] was added in version 1.0 and strangely appears in the hands of low level suspects. &lt;br /&gt;
[[Image:CalicoM950.jpg‎|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the &amp;quot;9mm Only&amp;quot; marking, but instead of &amp;quot;Calico&amp;quot; being written on it, &amp;quot;Portinari&amp;quot; is written instead (perhaps referring to Candido Portinari?).]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' simply as the &amp;quot;UZI&amp;quot;, commonly used by both low and high-level suspects. &amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]&lt;br /&gt;
[[File:Ronthehanduzi 1.jpg|600px|thumb|none|A member of the terrorist cell &amp;quot;The Hand&amp;quot; with the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec TEC-9===&lt;br /&gt;
The [[TEC-9]] appears in ''Ready or Not'' simply as the &amp;quot;TEC-9&amp;quot; and commonly used by low-level suspects, including sometimes as a backup to another primary. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]&lt;br /&gt;
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]&lt;br /&gt;
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M76]] appears in ''Ready or Not'' simply as the &amp;quot;M76&amp;quot; and is used by high-level suspects.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|none|450px|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' simply as the &amp;quot;MPL&amp;quot; and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it makes a smidge of sense for Cherryessa's placeholder survivalists.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]&lt;br /&gt;
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an MPL.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of &amp;quot;Walther&amp;quot;, the text inside the logo says &amp;quot;Shadilay&amp;quot;, in reference to the song by PEPE.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===12 Gauge Double Barreled Sawed-Off Shotgun===&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon used by low-level suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:RoN Sawed off.jpg|600px|thumb|none|Always found on at least one suspect in the gas station. It's not entirely clear as to what this side-by-side in particular one is modeled after.]]&lt;br /&gt;
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|One of the gas station robbers with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The [[Ithaca 37]] appears in ''Ready or Not'' as the &amp;quot;M37&amp;quot;, and used by low-level suspects. &lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|450px|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
[[File:RoN IthacaM37 evidence.jpg|thumb|none|600px|The Ithaca Model 37 dropped by a suspect.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the &amp;quot;Saiga 12&amp;quot;.&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590===&lt;br /&gt;
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the &amp;quot;M590-A&amp;quot;. It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious &amp;quot;Non-Lethal&amp;quot; versions that fire beanbags.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 &amp;quot;Special&amp;quot;- 12 gauge]]&lt;br /&gt;
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] &lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as &amp;quot;M37&amp;quot;, presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an 1897.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKM===&lt;br /&gt;
The [[AKM]] appears in the hands of high level suspects.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]&lt;br /&gt;
[[File:Ronthehandakm 1.jpg|600px|thumb|none|A physical AKM that can sometimes be found in the hands of &amp;quot;The Hand&amp;quot; terrorists in the recently finished Hospital level. As of 1.0, they seem to be using AK-74M rifles instead, and the AKM rifles are now used by other high tier criminals.]]&lt;br /&gt;
[[File:Ronthehandakm 2.jpg|600px|thumb|none|Aiming. Note all the AKM models appear to have AK-47 dust covers.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
The [[AK-103]] appears in the hands of Russian mobsters in the &amp;quot;Hide and Seek&amp;quot; level.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:AK103.jpg|thumb|none|400px|AK-103 with cleaning rod removed - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AK103.jpg|600px|thumb|none|An AK-103 found from fallen Russian mobster in Port Hokan. Note the solid AK-74 style synthetic stock, a common sight on American-made AK-103 clones that don't have the 74M style receiver.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The [[AK-74M]] appears in the hands of high level suspects, most notably members of &amp;quot;The Hand&amp;quot;. They are all outfitted with Midwest Industries AK Gen 2 M-LOK handguards, although no attachments appear to be fitted on them so far.&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-74M. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] is frequently seen in the hands of &amp;quot;The Hand&amp;quot; terrorists.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:RoN AKS-74U evidence.jpg|thumb|none|600px|A suspect's AKS-74U under illumination from the MP5's SureFire weapon light. It appears to have an unusual 20-round magazine.]]&lt;br /&gt;
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]&lt;br /&gt;
&lt;br /&gt;
===ArmaLite AR-180===&lt;br /&gt;
The [[ArmaLite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels. A rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]&lt;br /&gt;
[[File:Ronar180 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]&lt;br /&gt;
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]&lt;br /&gt;
&lt;br /&gt;
===Colt CSR-1516===&lt;br /&gt;
A competition style [[AR-15]] is used by suspects in the Brisa Cove level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard.&lt;br /&gt;
[[File:RoN AR15 2.jpg|thumb|600px|none|Judge marvels at the in-game &amp;quot;Custom AR&amp;quot; of the Brisa Cove suspects that seems to stand perfectly straight on its 20 round magazine.]]&lt;br /&gt;
[[File:RoN AR15 3.jpg|thumb|600px|none|The right side, showing the standard AR-15 upper unlike the CSR's slickside.]]&lt;br /&gt;
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of &amp;quot;The Left Behind&amp;quot; domestic terrorist group with the 1516. This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&amp;amp;W M76 he found earlier....]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell &amp;quot;The Hand&amp;quot;.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]&lt;br /&gt;
[[File:Ronthehandg3 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; runs with his G3.]]&lt;br /&gt;
[[File:Rong3 2.jpg|600px|thumb|none|Note the invisible flashlight with light still protruding from the barrel alongside his thumb clipping into the handguard.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]&lt;br /&gt;
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] appears in ''Ready or Not'' simply as the &amp;quot;M14&amp;quot;. It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]&lt;br /&gt;
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]&lt;br /&gt;
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]&lt;br /&gt;
[[File:Ronm14 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name &amp;quot;USED MARKSMAN RIFLE&amp;quot;, and can only be found in the &amp;quot;Brisa Cove&amp;quot; level. The in-game model features a Harris bipod.&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M249 Para===&lt;br /&gt;
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the &amp;quot;M249&amp;quot;, and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the &amp;quot;Brisa Cove&amp;quot; level.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M249.jpg|600px|thumb|none|The M249 found in the Brisa Cove penthouse level after subduing a room full of disgruntled veterans. ]]&lt;br /&gt;
&lt;br /&gt;
===RPD===&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' simply as the &amp;quot;RPD&amp;quot; and is used by various high-level suspects.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]&lt;br /&gt;
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand&amp;quot; with the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Other== &lt;br /&gt;
===RGD-5 Fragmentation Grenade===&lt;br /&gt;
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]&lt;br /&gt;
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mossberg_MVP&amp;diff=1636304</id>
		<title>Mossberg MVP</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mossberg_MVP&amp;diff=1636304"/>
		<updated>2023-12-17T16:29:32Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: And another one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mossberg MVP LR 762.jpg|thumb|right|500px|Mossberg MVP LR - 7.62x51mm NATO]]&lt;br /&gt;
The '''{{PAGENAME}}''' is a series of sporting, hunting and tactical rifles manufactured by [[Mossberg &amp;amp; Sons]], the model name of which stands for &amp;quot;Mossberg Varmint &amp;amp; Predator&amp;quot;. The rifle comes in a number of different variants including LC (Light Chassis), LR (Long Range), Scout, Patrol, FLEX (modular) and Varmint &amp;amp; Predator. All of these variants are available with either 5.56x45mm or 7.62x51mm sized actions. The main the distinguishing feature of the series is that it feeds from standard AR-15, AR-10 (LR308/SR25) or M1A/M14 style magazines (depending on chambering).&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(2011 - Present)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Sniper Rifle&lt;br /&gt;
&lt;br /&gt;
* '''Country of Origin:''' USA&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 7.62x51mm NATO, 6.5x49mm Creedmoor, 5.56x45mm NATO &amp;amp; .204 Ruger&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 11 and 6 round factory magazines, STANAG&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Bolt Action&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title}}&lt;br /&gt;
&lt;br /&gt;
==Television==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[MacGyver (2016) - Season 1|MacGyver]]'' || [[Hans Marrero]] || D77 assassin ||LR with suppressor / &amp;quot;Awl&amp;quot; (S1E03)  || 2016&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|''[[The Walking Dead - Season 7]] || [[Danai Gurira]] || Michonne ||LR in 7.62x51mm with muzzle brake / &amp;quot;Say Yes&amp;quot; (S7E12)  || rowspan=&amp;quot;3&amp;quot;|2017&lt;br /&gt;
|-&lt;br /&gt;
|[[Alanna Masterson]] || Tara Chambler || LR in 7.62x51mm with muzzle brake / &amp;quot;Something They Need&amp;quot; (S7E15)&lt;br /&gt;
|-&lt;br /&gt;
|[[Anja Akstin]] || Farron || LR in 7.62x51mm with muzzle brake / &amp;quot;The First Day of the Rest of Your Lives&amp;quot; (S7E16) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Mossberg &amp;amp; Sons]] - A list of all firearms manufactured by Mossberg &amp;amp; Sons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Rifle]]&lt;br /&gt;
[[Category:Sniper Rifle]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Browning_BBR&amp;diff=1636303</id>
		<title>Browning BBR</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Browning_BBR&amp;diff=1636303"/>
		<updated>2023-12-17T16:28:50Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: Brushing up on consistency a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Browning BBR 270.jpg|thumb|right|400px|Browning BBR with Tasco 3-9x40 scope - .270 Winchester]] &lt;br /&gt;
&lt;br /&gt;
==Specifications== &lt;br /&gt;
(1978 - 1984) &lt;br /&gt;
&lt;br /&gt;
'''Type:'''  Rifle &lt;br /&gt;
&lt;br /&gt;
'''Weight:'''  {{convert|lbs|8}}, &lt;br /&gt;
&lt;br /&gt;
'''Length:'''  ???? &lt;br /&gt;
&lt;br /&gt;
'''Barrel length:'''  {{convert|in|21}} &lt;br /&gt;
&lt;br /&gt;
'''Cartridge:'''  .25-06 Remington, .270 Winchester, .30-06 Springfield, 7x64mm Remington Magnum, .300 Winchester Magnum, or .338 Winchester Magnum and Short Action Calibers of .22-250 Remington, .243 Winchester, .257 Roberts, 7mm-08 Remington, or .308 Winchester. &lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 6-round internal magazine&lt;br /&gt;
&lt;br /&gt;
'''Fire modes:''' Bolt-action&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
{{Gun Title}} &lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Father Brown - Season 9]]'' || Evan Milton, Luke Nunn || Stanley Buchanan,  Gabe Hawthorne || &amp;quot;The New Order&amp;quot; (S09E06), anachronistic || 2022&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Rifle]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Main_Page&amp;diff=1635855</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Main_Page&amp;diff=1635855"/>
		<updated>2023-12-15T23:44:19Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* Firearm citations without screen grabs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''See [[Talk:Main Page/Archive 1]], [[Talk:Main Page/Archive 2]], [[Talk:Main Page/Archive 3]], [[Talk:Main Page/Archive 4]], [[Talk:Main Page/Archive 5]], [[Talk:Main Page/Archive 6]], [[Talk:Main Page/Archive 7]], [[Talk:Main Page/Archive 8]], [[Talk:Main Page/Archive 9]], [[Talk:Main Page/Archive 10]], [[Talk:Main Page/Archive 11]], [[Talk:Main Page/Archive 12]] for older discussions''''': &lt;br /&gt;
&lt;br /&gt;
==Happy 2023==&lt;br /&gt;
Happy New Year's to all. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 21:36, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I guess, I made ID of Thark Rifle in John Carter movie ==&lt;br /&gt;
&lt;br /&gt;
At the ''[[John Carter (2012)|John Carter]]'' movie, most Tharks (Green Martian clan) use Thark Martian rifles. Of course, it was futurised guns, but, after closing inspection of the original movie props, I notice, that's this futusistic rifles were made from [[Tanegashima]]s (of course, a modern replicas). For proving this guess, I made a photoshoping compilation of the movie props and modern Tanegashima replica. So, I guess, that's useful to ID the gun as Tanegashma. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:42, 15 January 2023 (UTC)&lt;br /&gt;
[[Image:Thark rifle photoshop.jpg|thumb|none|400px|A photoshoping compilation of the movie props and modern Tanegashima replica. The serpent for the match and closing powderbox (1), which is almost similar on the Tanegashima and Thark rifle. The pistol-grip buttstock (2) which is also almost similar. Of course, the movie prop is equipped with some part of other guns (percussion hammer) as well as some junks, to look more futuristic, as well, it's sawn in half, but the basing gun is Tanegashima.]]&lt;br /&gt;
&lt;br /&gt;
==Smiling Friends page?==&lt;br /&gt;
The western animation series Smiling Friends has quite a few realistically-drawn firearms which I documented on my sandbox [[User:Dnkakusei/Sandbox#Smiling_Friends_.5B2022-ongoing.2C_USA.5D|here]]. I would just like to know if the show qualifies for a page on this site. --[[User:Dnkakusei|Dnkakusei]] ([[User talk:Dnkakusei|talk]]) 13:47, 6 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Delete category backlog ==&lt;br /&gt;
&lt;br /&gt;
Just want to holler at the mod/s just in case. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 07:56, 12 February 2023 (UTC)&lt;br /&gt;
: Got more screenshots from Detective Conan marked for deletion since Netflix Japan's able to get remastered episodes out and I'm slowly using them to update pages here. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 01:19, 3 March 2023 (UTC)&lt;br /&gt;
:: Got more stuff for deletion. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 06:52, 6 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blue Muzzle Flashes ==&lt;br /&gt;
&lt;br /&gt;
Something I have noticed with classic action films, mostly within the 80's era, is that a lot of muzzle flashes appear more blue than yellow. Did this have something to do with the type of blanks/props that were being used back then, or was this just a result of 1980's cinematography? --[[User:Theakker3|Theakker3]] ([[User talk:Theakker3|talk]]) 12:40, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Image:TERMSE_SIDEA-35.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:DH_McClane3.jpg|thumb|none|601px|none|]]&lt;br /&gt;
[[Image:CommandoS&amp;amp;W39-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Vlcsnap-40281.jpg|thumb|none|601px|]]&lt;br /&gt;
&lt;br /&gt;
== Monsters vs Aliens? ==&lt;br /&gt;
&lt;br /&gt;
Should we add a page about Monsters vs Aliens, the movie has some detailed guns like the M4 Carbine&lt;br /&gt;
&lt;br /&gt;
== Prodigal Son - Season 2, Unknown semi-auto pistol ==&lt;br /&gt;
&lt;br /&gt;
I believe have a positive ID on the &amp;quot;unknown&amp;quot; semi-auto pistol listed for Prodigal Son - Season 2.&lt;br /&gt;
&lt;br /&gt;
I requested an account specifically to help with this ID but I don't understand how to correctly add this info &lt;br /&gt;
&lt;br /&gt;
If someone could vet this and add it, I'd appreciate it!&lt;br /&gt;
&lt;br /&gt;
Prodigal Son - S02E10, &amp;quot;Exit Strategy&amp;quot;. At approx 34m:30s, Felix (spoiler: Clayton Fielder's twin) climbs a staircase while brandishing, then racking, a silver-tone semi-auto I identify as a TriStar P-120 (CZ75 clone). It's later seen several times from virtually every conceivable angle starting around 38:10.&lt;br /&gt;
&lt;br /&gt;
:I checked it and I think you're right, so I did make all the necessary changes. By the way, don't forget to put your nickname and time in all discussions using 4 &amp;quot;~&amp;quot; at the end of each post. [[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]]) 15:30, 4 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you!&lt;br /&gt;
&lt;br /&gt;
Therealnecroscope, 06:35, 6 June 2023 &lt;br /&gt;
&lt;br /&gt;
(Testing nic/time)&lt;br /&gt;
[[User:Therealnecroscope|Therealnecroscope]] ([[User talk:Therealnecroscope|talk]]) 10:35, 6 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==White M18 grenade==&lt;br /&gt;
Are white M18 smoke grenade only seen in TV/movies/games? Been seeing some of those. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 17:34, 12 October 2023 (UTC)&lt;br /&gt;
:I don't think they come in white IRL. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:12, 12 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stunt/action choreography for a director's page==&lt;br /&gt;
On the page for stunt choreographer and two-time film director [[Kensuke Sonomura]], I've added a list of films and games that he contributed stunt direction and choreography to. I'm planning on fully adding these productions to his category, but I was told to ask an admin first because stunt coordination is a pretty niche credit, however I believe that these productions should be added to his category as stunt and action sequences are vital and important parts of these films and games. Is it safe to add the pages? --[[User:Dnkakusei|Dnkakusei]] ([[User talk:Dnkakusei|talk]]) 12:50, 14 November 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Firearm citations without screen grabs?==&lt;br /&gt;
I am new here, and I have not seen any guidelines about whether it's okay to cite a firearm in a movie listing without an associated screen grab. Is it better to have a weapon identified, even without a photo? ... or is it really better to make sure that each citation includes corresponding screen grabs? --[[User:226X5-9-TAC|226X5-9-TAC]] ([[User talk:226X5-9-TAC|talk]]) 23:02, 15 December 2023 (UTC).&lt;br /&gt;
:First off, welcome aboard. As for your question, if it's a pre-existing page, then pointing out a specific gun that doesn't already have a screencap is fine, as long as you're specific about when and where it appears (though having a screencap is always preferable). If it's for a page that doesn't exist yet, we'd prefer not - we have an excess of pages without screencaps as-is. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 23:43, 15 December 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635838</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1635838"/>
		<updated>2023-12-15T22:23:22Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* CZ Scorpion Evo 3 A1 */ Not sure if this merits an image of a real Scz0rpion, but hey, it's worth pointing out either way.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
Replacing the Special Ops (and by extension, DMZ) mode from its prequel, ''Modern Warfare III'' is the first ''Modern Warfare'' series game to feature Zombies as one of its playable modes developed by Treyarch.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the '''new weapons''' will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare III'' continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the &amp;quot;Weapon Platform&amp;quot; system introduced in ''MWII'' cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). &lt;br /&gt;
&lt;br /&gt;
Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from ''MWII'' by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a [[Beretta 93R]], especially given that it was originally referred to as the &amp;quot;Raffica&amp;quot; in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail - 9x19mm Parabellum. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; in an official render. Note the strange Glock-style double trigger.]]&lt;br /&gt;
[[File:MWIII M92FS equip.jpg|thumb|none|600px|Performing a dramatic &amp;quot;Condition 3 Draw&amp;quot; when equipping the pistol.]]&lt;br /&gt;
[[File:MWIII M9 01 idle.jpg|thumb|none|600px|Hutch pretends to be in Tropa de Elite while holding the 92FS.]]&lt;br /&gt;
[[File:MWIII M9 02 aim.jpg|thumb|none|600px|Aiming down the non-tritium painted sights.]]&lt;br /&gt;
[[File:MWIII M9 03 inspect.jpg|thumb|none|600px|Performing a press check. Most of the inspect animation is the same as the in-game Glock series, including the operator bumping the rear of the slide to make sure it is properly seated (while seemingly avoiding hitting the hammer).]]&lt;br /&gt;
[[File:MWIII M9 04 reload1.jpg|thumb|none|600px|Swapping the M9A3 inspired magazines, with an extra notch. Despite the previous bump on the back of the slide, the gun still appears to be out of battery.]]&lt;br /&gt;
[[File:MWIII M9 05 reload2.jpg|thumb|none|600px|Inserting a new magazine after dumping the spent one... (Note the manufacturer is apparently &amp;quot;Silverfield Ordinance&amp;quot;, the same one as MW19's Renetti based on the M9A3.)]]&lt;br /&gt;
[[File:MWIII M9 06 reload3.jpg|thumb|none|600px|...and power stroking the slide.]]&lt;br /&gt;
[[File:MWIII M9 07 reload4.jpg|thumb|none|600px|Thumbing the slide release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|400px|A real Beretta 93R with wood grips, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII M93Rmockup.jpg|thumb|none|600px|A &amp;quot;Renetti&amp;quot; mocked up to resemble the 93R.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
[[File:MWIII RONI modified.jpg|thumb|none|600px|A Carbine modified to look like the above example.]]&lt;br /&gt;
[[File:MWIII RONI 01 equip.jpg|thumb|none|600px|The equip animation reveals a bullet already in the chamber, an oversight carried over from ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MWIII RONI 02 idle.jpg|thumb|none|600px|Makarov with the RONI on &amp;quot;Terminal&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONI 03 sights.jpg|thumb|none|600px|Aiming down the partially 3D-printed sights.]]&lt;br /&gt;
[[File:MWIII RONI 04 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII RONI 05 reload2.jpg|thumb|none|600px|Loading a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII RONI 06 reload3.jpg|thumb|none|600px|...and tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONI 07 reload4.jpg|thumb|none|600px|Performing a &amp;quot;Fast Hands&amp;quot; tactical reload (the perk now being integrated with the &amp;quot;Gunner Vest&amp;quot; or the &amp;quot;Mag Holster&amp;quot; gear). As such it may be referred to by one of these three names throughout the article.]]&lt;br /&gt;
[[File:MWIII RONI 08 reload5.jpg|thumb|none|600px|About to release the slide on empty for the &amp;quot;Fast Hands&amp;quot; reload. One has to wonder how flipping the carbine over is faster than simply keeping it level.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide, with a length between the [[Glock 40]] and [[Glock 41]] (closer to the former), depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;, aka the &amp;quot;Cor blimey that's a terrible Glock&amp;quot;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|König holds his fellow Austrian pistol.]]&lt;br /&gt;
[[File:Mw2023 glock (2).jpg|thumb|none|600px|Who would have guessed? The animations are ripped straight from [[Call of Duty: Modern Warfare II (2022)|the previous game]].]]&lt;br /&gt;
[[File:Mw2023 glock (3).jpg|thumb|none|600px|Checking the tritium sights.]]&lt;br /&gt;
[[File:Mw2023 glock (4).jpg|thumb|none|600px|Doing a tactical reload.]]&lt;br /&gt;
[[File:Mw2023 glock (5).jpg|thumb|none|600px|Releasing the slide on an empty reload; due to the aforementioned animation recycling, König grabs the front of the slide, despite it not having front cocking serrations like the ''MWII'' Glocks this animation was actually meant for.]]&lt;br /&gt;
[[File:Glock 40.jpg|thumb|none|350px|Glock 40, for comparison - 10mm Auto]]&lt;br /&gt;
[[File:MWIII G40 3rdc.jpg|thumb|none|600px|Operator Izzy with the Glock. The sights are incorrectly in the spot they were on the standard slide, instead of moved to the front of the slide. Note the threaded barrel.]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, König reloads his custom Glock. The slide stop is not engaged, and the laser is emitting from a spot in mid-air rather than the laser module.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the &amp;quot;XTEN TX-12 Handstop&amp;quot;, the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 01 equip.jpg|thumb|none|600px|Chambering the carbine when first equipping it.]]&lt;br /&gt;
[[File:MWIII RONIG 02 idle.jpg|thumb|none|600px|Idle with the RONI-G1 on &amp;quot;Estate&amp;quot;.]]&lt;br /&gt;
[[File:MWIII RONIG 03 aim.jpg|thumb|none|600px|Peering down the flip sights.]]&lt;br /&gt;
[[File:MWIII RONIG 04 inspect.jpg|thumb|none|600px|The inspect animation appears to be bugged and depicts the weapon with the slide locked back.]]&lt;br /&gt;
[[File:MWIII RONIG 05 reload1.jpg|thumb|none|600px|Loading from empty.]]&lt;br /&gt;
[[File:MWIII RONIG 06 reload2.jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
[[File:MWIII RONIG 07 reload3.jpg|thumb|none|600px|The operator using her thumb to release the slide during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
A stylized [[RSh-12]], mostly based on the 2014 model, appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19''’s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). Several of its attachments make reference to various Nordic Gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes. The bullets all have their primers struck, regardless of if the bullets have actually been fired.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model, with folding foregrip - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; in an official render. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
[[File:MWIII RSH12 01 idle.jpg|thumb|none|600px|Idle with the RSh-12. The revolver is only depicted in double action.]]&lt;br /&gt;
[[File:MWIII RSH12 02 aim.jpg|thumb|none|600px|Aiming down the enlarged sights.]]&lt;br /&gt;
[[File:MWIII RSH12 03 inspect.jpg|thumb|none|600px|Manually cycling the revolver during the inspect animation. The operator then checks the cylinder (and finds that all the primers have been struck).]]&lt;br /&gt;
[[File:MWIII RSH12 04 reload1.jpg|thumb|none|600px|Removing a single spent case after firing one round. The RSh-12 uses similar animations to the S&amp;amp;W Model 500 from the previous game.]]&lt;br /&gt;
[[File:MWIII RSH12 05 reload2.jpg|thumb|none|600px|Dumping three spent casings while retaining two unfired bullets.]]&lt;br /&gt;
[[File:MWIII RSH12 06 reload3.jpg|thumb|none|600px|Smacking out all 5 spent rounds...]]&lt;br /&gt;
[[File:MWIII RSH12 07 reload4.jpg|thumb|none|600px|...and loading some new 12.7x55mm with the aid of a speedloader. The operator, as expected, dramatically swings the cylinder shut after.]]&lt;br /&gt;
&lt;br /&gt;
===MTs-569===&lt;br /&gt;
Using the &amp;quot;ZIU-16 Heavy Long Barrel&amp;quot; and the &amp;quot;ZLR Strelk Stock&amp;quot; converts the weapon into an approximation of the MTs-569 revolver carbine.&lt;br /&gt;
&lt;br /&gt;
[[File:MTs-569.jpg|thumb|none|450px|MTs-569 with angled foregrip, red-dot sight, and speedloader - 12.7x55mm]]&lt;br /&gt;
[[File:MWIII MTS569.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot; with said modifications.]]&lt;br /&gt;
[[File:MWIII MTS569 01 idle.jpg|thumb|none|600px|Holding the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 02 reload0.jpg|thumb|none|600px|Pushing out the cylinder at the start of the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII MTS569 03 reload1.jpg|thumb|none|600px|The operator using his index finger to dump the rounds instead of the palm of his hand.]]&lt;br /&gt;
[[File:MWIII MTS569 04 reload2.jpg|thumb|none|600px|Finally, pushing the cylinder shut. This animation is also used when first equipping the revolver.]]&lt;br /&gt;
[[File:MWIII MTS569 05 inspect.jpg|thumb|none|600px|Nikto decides to become the STALKER Gunslinger. Note that doing this would probably break his index fingers.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta PMX==&lt;br /&gt;
The [[Beretta PMX]] will be added in Mid-Season 1 as the &amp;quot;HRM-9&amp;quot;.&lt;br /&gt;
[[File:Beretta pmx-smg-1.jpg|thumb|none|450px|Beretta PMX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; in an official render. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
[[File:Mw3 9mmAR (1).jpg|thumb|none|600px|Strangely named operator &amp;quot;Blueprint&amp;quot; holds her 9mm AR on the legendary Rust.]]&lt;br /&gt;
[[File:Mw3 9mmAR (2).jpg|thumb|none|600px|Checking the Uzi pattern magazine.]]&lt;br /&gt;
[[File:Mw3 9mmAR (3).jpg|thumb|none|600px|Doing a brass check. A similar animation is used when picking up the weapon.]]&lt;br /&gt;
[[File:Mw3 9mmAR (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Mw3 9mmAR (5).jpg|thumb|none|600px|The reload animations are rather simple compared to the other ones in the game. They simply involve removing the old magazine and putting in a new one.]]&lt;br /&gt;
[[File:Mw3 9mmAR (6).jpg|thumb|none|600px|When empty the ping-pong paddle is slapped with some force.]]&lt;br /&gt;
[[File:Mw3 9mmAR (7).jpg|thumb|none|600px|When using the 100-round magazines the user will opt to use the charging handle instead.]]&lt;br /&gt;
[[File:Mw3 9mmAR (8).jpg|thumb|none|600px|Observing with awe the abomination that can be created with the gunsmith system. The front end alone must weigh 10kg if not more.]]&lt;br /&gt;
[[File:Mw3 9mmAR (9).jpg|thumb|none|600px|This time with a more sensible build and the &amp;quot;Mag Holster&amp;quot; equipment, Blueprint reloads her empty AR by thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII EVO3 01 idle.jpg|thumb|none|600px|Holding the Scorpion on &amp;quot;Favela&amp;quot;.]]&lt;br /&gt;
[[File:MWIII EVO3 02 aim.jpg|thumb|none|600px|Using the HK-style diopter drum sights.]]&lt;br /&gt;
[[File:MWIII EVO3 03 inspect.jpg|thumb|none|600px|Ah bullets!]]&lt;br /&gt;
[[File:MWIII EVO3 04 reload1.jpg|thumb|none|600px|Tactically reloading after firing off some rounds into the nearby homes.]]	&lt;br /&gt;
[[File:MWIII EVO3 05 reload2.jpg|thumb|none|600px|Locking the charging handle back when starting the empty reload...]]&lt;br /&gt;
[[File:MWIII EVO3 06 reload3.jpg|thumb|none|600px|...and violently smacking it back into battery after loading a new magazine.]]&lt;br /&gt;
[[File:MWIII EVO3 07 reload4.jpg|thumb|none|600px|Thumbing the bolt release on empty during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|500px|CZ Scorpion Evo 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MWIII EVO3 S1 Carbine.jpg|thumb|none|600px|Using the &amp;quot;Rival-C Clearshot Barrel&amp;quot; gives the weapon a Scorpion Evo 3 S1 Carbine-style barrel. Here, it is also equipped with an alternate muzzle device to emulate the above image.]]&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine with faux suppressor - 9x19mm Parabellum]]	&lt;br /&gt;
[[File:CZ Scorpion with IA SC9 suppressor.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 with Innovative Arms SC9 integral suppressor - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII EVO3 S1 SC9.jpg|thumb|none|600px|Changing the barrel to the &amp;quot;Rival IGS-800 Barrel&amp;quot; gives the weapon the length of the S1 Carbine with the suppressor of the Innovative Arms SC9.]]&lt;br /&gt;
===CZ Scorpion Evo 3 S1 Carbine===&lt;br /&gt;
Added in Season 1, the &amp;quot;JAK Headhunter Carbine Kit&amp;quot; gives the weapon a 16&amp;quot; barrel with a large muzzle brake (though the latter can be swapped for other muzzle devices) and a Manticore Arms-esque M-LOK handguard (albeit with a gap under the top rail reminiscent of the [[Heckler &amp;amp; Koch G36C]]'s carrying handle), along with the same 3D-printed/carbon-fiber appearance as the other JAK conversions; gameplay-wise, it improves the weapon's range, muzzle velocity, controllability, and damage at the cost of handling, and swaps its full-auto fire mode for 3-round burst (despite the fire selector remaining in the same position).&lt;br /&gt;
&lt;br /&gt;
Interestingly, this particular conversion has more real-world basis than any other in the game: there is an actual 3D-printable Scorpion Evo 3 file package available, the AWCY? Scz0rpion EVO, which can include M-LOK handguards of varying lengths; at least one version was built into a select-fire SMG (legally, by a registered SOT) using a factory S/1/3/A trigger pack, though no known examples are restricted to burst fire exclusively (whatever &amp;quot;known&amp;quot; means in the context of home-manufacturable firearms).&lt;br /&gt;
[[File:Scorpion evo 3 15 cal.jpg|thumb|none|450px|CZ Scorpion Evo 3 S1 Carbine (early model) with Manticore Arms 15&amp;quot; M-LOK handguard - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII UMP45 01 idle.jpg|thumb|none|600px|Idle with the &amp;quot;Striker&amp;quot;. Unlike the real UMP45, the front and rear sights are not fixed to the body but instead are mounted on the top picatinny rail. The design of the front sight has also been changed to a Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MWIII UMP45 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII UMP45 03 reloadtac.jpg|thumb|none|600px|Performing a tactical reload. Note the ''Lachmann &amp;amp; Meer'' text on the side, the in-universe analogue to Heckler &amp;amp; Koch.]]&lt;br /&gt;
[[File:MWIII UMP45 04 reloadfull2.jpg|thumb|none|600px|After running empty, the operator locks the charging handle back and performs a more conventional changing of the magazine...]]&lt;br /&gt;
[[File:MWIII UMP45 05 reloadfull3.jpg|thumb|none|600px|...then releases the bolt into battery. This is also the initial equip animation.]]&lt;br /&gt;
[[File:MWIII UMP45 06 reloadfullbolt.jpg|thumb|none|600px|The operator reloads a customized &amp;quot;Squad 404&amp;quot; inspired UMP45. When using the &amp;quot;Gunner Vest&amp;quot; gear, the operator simply thumbs the bolt instead of using the charging handle. Note that when equipping any optic, the front iron sight gets removed, and when using any magnified optic, the rear sight is also removed.]]&lt;br /&gt;
[[File:MWIII UMP45 07 empty.jpg|thumb|none|600px|Right side with the bolt locked back on empty. Note the mirrored text.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIIIUSClikebuild2.jpg|thumb|none|600px|A USC-like build in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from ''MW19'', this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
[[File:MWIII UZI 01 equip1.jpg|thumb|none|600px|About to lock the bolt back when first equipping the Uzi.]]&lt;br /&gt;
[[File:MWIII UZI 02 equip2.jpg|thumb|none|600px|The alternate equip animation (which happens when using optics) on an ITL MARS-equipped Uzi. This is also used when reloading the SMG on empty.]]&lt;br /&gt;
[[File:MWIII UZI 03 idle.jpg|thumb|none|600px|Uzi nine millimeter. ]]&lt;br /&gt;
[[File:MWIII UZI 04 aim.jpg|thumb|none|600px|The rear sight is cut in half.]]&lt;br /&gt;
[[File:MWIII UZI 05 reload1.jpg|thumb|none|600px|Performing a tactical reload. Note the bent trigger guard, a feature that was [https://www.uzitalk.com/reference/pages/micromain.htm added] to the Micro Uzi in the ealy 90s to accommodate a better grip in the insufficient forward area of the Micro Uzi. Apparently, the full-size Uzi doesn't have this issue but the game's depiction has the bent guard as a stylization typical for the rebooted ''Modern Warfare'' series.]]&lt;br /&gt;
[[File:MWIII UZI 06 reload2.jpg|thumb|none|600px|About to remove the magazine on empty. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII UZI 07 reload3.jpg|thumb|none|600px|Chambering the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. The wood stock is slightly stylized.]]&lt;br /&gt;
[[File:MWIII UZI stock.jpg|thumb|none|600px|A different Uzi customized to resemble the early model.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; in an official image.]]&lt;br /&gt;
[[File:Microuziextendedstock.jpg|thumb|none|450px|IMI Micro Uzi with stock extended - 9x19mm]]&lt;br /&gt;
[[File:MWIII MicroUzi stockc.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot; fitted with the folding &amp;quot;Rampart-IV&amp;quot; stock.]]&lt;br /&gt;
[[File:MWIII MicroUzi 01 equip.jpg|thumb|none|600px|Operator &amp;quot;Doc&amp;quot; chambering the Micro Uzi with her left hand when first equipping it.]]&lt;br /&gt;
[[File:MWIII MicroUzi 02 Equip.jpg|thumb|none|600px|When using the &amp;quot;Rampart-IV&amp;quot; stock, the operator instead unfolds the stock with their left hand.]]&lt;br /&gt;
[[File:MWIII MicroUzi 03 idle.jpg|thumb|none|600px|Idle with the Uzi, holding it in a low-centered-tilted position like most of the pistols across the ''Modern Warfare'' reboot series.]]&lt;br /&gt;
[[File:MWIII MicroUzi 04 sights.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII MicroUzi 05 reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII MicroUzi 06 reload2.jpg|thumb|none|600px|Cocking the bolt on empty. Due to a bug or developer oversight, the barrel has a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII MicroUzi 07 equip.jpg|thumb|none|600px|The operator flicking the safeties off two Micro Uzis when first equipping them.]]&lt;br /&gt;
[[File:MWIII MicroUzi 08 idle.jpg|thumb|none|600px|Idle with the SMGs. They can be fitted with the folding stock options even in this form.]]&lt;br /&gt;
[[File:MWIII MicroUzi 09 reload.jpg|thumb|none|600px|Stylishly dumping the empty magazines by tossing the Uzis upward and catching them on their magazine releases.]]&lt;br /&gt;
[[File:MWIII MicroUzi 10 akimboc.jpg|thumb|none|600px|&amp;quot;Doc&amp;quot; with the two SMGs. Note due to a bug her left hand is positioned as if she was holding a long rifle.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII UziPro 01 equip.jpg|thumb|none|600px|Chambering the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII UziPro 02 idle.jpg|thumb|none|600px|Holding the Uzi Pro.]]&lt;br /&gt;
[[File:MWIII UziPro 03 aim.jpg|thumb|none|600px|The rear sight is quite low while aiming. This somewhat similar to the low rear sight of the [[Mini Uzi]] in ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:MWIII UziPro 04 reload1.jpg|thumb|none|600px|Changing the magazine. Unlike the other two Uzi variants, the operator uses a conventional reload technique for the tactical reload.]]&lt;br /&gt;
[[File:MWIII UziPro 05 reload2.jpg|thumb|none|600px|Cocking the side mounted charging handle on empty.]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII UziPro 06 akimbo1.jpg|thumb|none|600px|Pretending to flick the safeties off when first equipping the dual Uzi Pros. Unlike the Micro Uzi, the selectors are not animated so the player character simply moves their fingers over selectors already set to fire.]]&lt;br /&gt;
[[File:MWIII UziPro 07 akimbo2.jpg|thumb|none|600px|Amusingly, optics can still be mounted on the weapons despite there being no way in-game to use them. Note the barrels have been customized to be shorter; the default barrel length and the shorter barrel options are somewhere in-between the real Uzi Pro barrel length.]]&lt;br /&gt;
[[File:MWIII UziPro 08 akimbo3.jpg|thumb|none|600px|Dropping the magazines during an empty reload. Unfortunately there appears to only be a loaded magazine model. Note the &amp;quot;Hardened 9mm&amp;quot; rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
A 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;. Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann &amp;amp; Meer, the in-universe analogue to Heckler &amp;amp; Koch. Perhaps the weapon was originally intended to be a [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP9]] but was changed during production. &lt;br /&gt;
&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SMG9 01 equip.jpg|thumb|none|600px|HK slapping the SMG when first equipping it.]]&lt;br /&gt;
[[File:MWIII SMG9 02 idle.jpg|thumb|none|600px|Idle. Visually most of the gun remains the same as its SMG-45 incarnation in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare 2019'']]...]]&lt;br /&gt;
[[File:MWIII SMG9 03 aim.jpg|thumb|none|600px|...including the Magpul MBUS Pro sights.]]&lt;br /&gt;
[[File:MWIII SMG9 04 reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MWIII SMG9 05 reload2.jpg|thumb|none|600px|Locking the charging handle back on empty...]]&lt;br /&gt;
[[File:MWIII SMG9 06 reload3.jpg|thumb|none|600px|...and gently releasing it into battery after changing the magazine.]]&lt;br /&gt;
[[File:MWIII SMG9 07 reload4.jpg|thumb|none|600px|About to thumb the bolt release for the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|400px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:MWIII SMG9 stock.jpg|thumb|none|600px|Fitting the &amp;quot;Lachmann MK2 Light Stock&amp;quot; gives the SMG its proper stock. This particular build is based on [[https://xtremegunsandammo.com/shop/rifles-for-sale/lwrc-rifles-for-sale/lwrc-class-3-weapons/lwrc-smg-45 this image]].]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Origin 00 equip.jpg|thumb|none|600px|When first equipping the Origin-12, the operator racks the charging handle, which pops the dust cover open.]]	&lt;br /&gt;
[[File:MWIII Origin 01 idle.jpg|thumb|none|600px|Holding the shotgun on &amp;quot;Estate&amp;quot;.]]	&lt;br /&gt;
[[File:MWIII Origin 02 aim.jpg|thumb|none|600px|Aiming down the ridiculous flip-up sights.]]&lt;br /&gt;
[[File:MWIII Origin 03 inspect.jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
[[File:MWIII Origin 04 reload1.jpg|thumb|none|600px|Sandwiching the massive magazines during the tactical reload.]]&lt;br /&gt;
[[File:MWIII Origin 05 reload2.jpg|thumb|none|600px|Pulling the charging handle after swapping the magazines on empty. For the &amp;quot;Fast Hands&amp;quot; empty reload, operator uses their right index finger to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII 870 01 idle.jpg|thumb|none|600px|Idle with the 870.]]&lt;br /&gt;
[[File:MWIII 870 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII 870 03 inspect.jpg|thumb|none|600px|The inspect animation remains similar to the Mossberg 590's, but with an additional feature of the operator pushing the Flexitab down to check the magazine. Note his thumb clips into the U-notch.]]&lt;br /&gt;
[[File:MWIII 870 04 empty.jpg|thumb|none|600px|Pumping out an empty husk during the empty reload...]]&lt;br /&gt;
[[File:MWIII 870 05 reload1.jpg|thumb|none|600px|...and loading a new shell into the chamber.]]&lt;br /&gt;
[[File:MWIII 870 06 reload2.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:MWIII 870 07 reload3.jpg|thumb|none|600px|Loading one of the new BOLO shells in someone's cockroach infested kitchen during the &amp;quot;fast hands&amp;quot; animation. Note that the BOLO shells are currently bugged and the empty shells are green slug rounds.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the &amp;quot;M4 Platform &amp;quot;, most of the animations are shared with the &amp;quot;M4&amp;quot; from ''Modern Warfare II''. Much like the RONI-G1 Glock 21, when pairing the &amp;quot;Bruen Heavy Support Grip&amp;quot; with the &amp;quot;Kilo Short Barrel&amp;quot;, the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).&lt;br /&gt;
&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 bore]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII Riveter 01 idle.jpg|thumb|none|600px|Mila holds the &amp;quot;Riveter&amp;quot; on a helipad, guarding the UH-60 Blackhawk from any hostile birds.]]&lt;br /&gt;
[[File:MWIII Riveter 02 aim.jpg|thumb|none|600px|The flip-sights are identical to the ones on the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Riveter 03 inspect.jpg|thumb|none|600px|Checking the chamber, which is an animation used when first equipping the weapon as well.]]&lt;br /&gt;
[[File:MWIII Riveter 04 fire.jpg|thumb|none|600px|Using the &amp;quot;tac-stance&amp;quot; to view the shotgun cycling out a shell, which appears too wide to be a .410 shell (the correct .410 shells are visible in the magazine), and is seemingly the same 12-gauge shell model used by the game's other shotguns. Due to the lack of brass deflector, the bolt is easily visible.]]&lt;br /&gt;
[[File:MWIII Riveter 05 reload1.jpg|thumb|none|600px|Tactically reloading using a method not unlike the SIG556 HOLO's reload in ''Black Ops II''. Note the follower and spring in the partially spent magazine.]]&lt;br /&gt;
[[File:MWIII Riveter 06 reload2.jpg|thumb|none|600px|About to load a fresh magazine on empty. The operator's thumb doesn't appear to actually by pressed against the side of the magazine.]]	&lt;br /&gt;
[[File:MWIII Riveter 07 reload3.jpg|thumb|none|600px|About to smack the bolt release. As with other variants for the &amp;quot;Fast Hands&amp;quot; reload, the operator thumbs the bolt release on empty instead.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. As of Season 1, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode, and removing the stock still uses the impossible &amp;quot;Iraqi reload&amp;quot; technique ala the previous game's [[AKS-74U|AKS-74UN]], instead of using a unique reload animation that was aadded during Season 2 of ''MWII''. The animations for the rifle are all shared with the AK-105 from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII sva 01 idle.jpg|thumb|none|600px|Andrei Nolan holds the hybrid rifle in a Konni training facility.]]&lt;br /&gt;
[[File:MWIII sva 02 aim.jpg|thumb|none|600px|Using the flip-sights, which are slightly off-center due to the weapon sway.]]&lt;br /&gt;
[[File:MWIII sva 03 reload2.jpg|thumb|none|600px|Using the Iraqi reload technique after emptying the magazine.]]&lt;br /&gt;
[[File:MWIII sva 04 reload4.jpg|thumb|none|600px|Nolan uses his thumb to flick out the magazine for the &amp;quot;Fast Hands&amp;quot; reload instead. Note the &amp;quot;NT Quietus&amp;quot; integrated suppressor barrel modification, which removes the AN-94 barrel entirely, and on the real rifle would compromise its functionality. Also note the ridiculous height-over-bore that optic with riser has.]]&lt;br /&gt;
[[File:MWIII sva 05 inspect1.jpg|thumb|none|600px|Checking the chamber...]]&lt;br /&gt;
[[File:MWIII sva 06 inspect2.jpg|thumb|none|600px|...and again after running dry.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the Polish operator (later revealed to be Swagger) in the middle in a promotional image.]]&lt;br /&gt;
[[File:Mw2023 acr (1).jpg|thumb|none|600px|'Murican operator BBQ holds his ACR in a brazilian quarry.]]&lt;br /&gt;
[[File:Mw2023 acr (2).jpg|thumb|none|600px|Inspecting the left side. Note the extended ambi mag release, also found on the SCAR-L.]]&lt;br /&gt;
[[File:Mw2023 acr (3).jpg|thumb|none|600px|Brass checking while getting a view of the right side.]]&lt;br /&gt;
[[File:Mw2023 acr (4).jpg|thumb|none|600px|Partial reloads involve a rather awkward way to swap mags, also found on many different weapons in the Modern Warfare trilogy.]]&lt;br /&gt;
[[File:Mw2023 acr (5).jpg|thumb|none|600px|When empty, the operator will flick out the spent P-Mag, John Wick style...]]&lt;br /&gt;
[[File:Mw2023 acr (6).jpg|thumb|none|600px|...and then use the (folding) charging handle to send the bolt home. With the &amp;quot;Mag Holster&amp;quot; or &amp;quot;Gunner Vest&amp;quot; equipment, the bolt release is used instead.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the [[Bushmaster ACR|ACR]] is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to &amp;quot;.450 Huntsman&amp;quot; in the final release. Similarly to the &amp;quot;FTac Recon&amp;quot; introduced in ''MWII'', it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|An official image of the left side view of the ACR in .450]]&lt;br /&gt;
[[File:MWIII BushACR450.jpg|thumb|none|600px|A &amp;quot;Sidewinder&amp;quot; in-game modified to resemble the ACR in the above image.]]&lt;br /&gt;
[[File:MWIII ACR450 01 idle.jpg|thumb|none|600px|The .450 ACR out on Rust.]]&lt;br /&gt;
[[File:MWIII ACR450 02 aim.jpg|thumb|none|600px|Aiming. The flip sights are identical to the other two models, with the only differences being how close the player's perspective is to the rear sight.]]&lt;br /&gt;
[[File:MWIII ACR450 03 inspect.jpg|thumb|none|600px|Checking the load in an animation similar to the equip one. The topmost round appears to clip into the barrel.]]&lt;br /&gt;
[[File:MWIII ACR450 04 reload1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[File:MWIII ACR450 05 reload1.jpg|thumb|none|600px|Flicking out the spent magazine on empty...]]&lt;br /&gt;
[[File:MWIII ACR450 06 reload2.jpg|thumb|none|600px|...and tugging the charging handle after loading a new one.]]&lt;br /&gt;
[[File:MWIII ACR450 07 reload3.jpg|thumb|none|600px|The operator about to (incorrectly) push the bolt release up. The real ACR bolt release is pushed down when releasing the bolt; moving the bolt release upwards locks the bolt in place. Note that the operators' thumb clips into the button for a very brief moment before the bolt gets pushed (this is more noticeable when using a character with gloves).]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;. The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to &amp;quot;6.8 Wrath&amp;quot;, which is the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277|General Dynamics RM277]]-based rifle fires.&lt;br /&gt;
&lt;br /&gt;
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR). In both cases, the fire selector is set to full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Masada-3.jpg|thumb|none|450px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that the 6.8x43mm SPC caliber was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;.]]&lt;br /&gt;
[[File:MWIII ACRDMR 01 equip.jpg|thumb|none|600px|Checking the chamber when first equipping/when inspecting the ACR DMR.]]&lt;br /&gt;
[[File:MWIII ACRDMR 02 idle.jpg|thumb|none|600px|Holding the rifle in front of a fazenda.]]&lt;br /&gt;
[[File:MWIII ACRDMR 03 aim.jpg|thumb|none|600px|Using the flip-sights.]]&lt;br /&gt;
[[File:MWIII ACRDMR 04 reload1.jpg|thumb|none|600px|Chamging the small magazines which somehow contain 20 rounds of 6.8x51mm.]]&lt;br /&gt;
[[File:MWIII ACRDMR 05 reload2.jpg|thumb|none|600px|Loading a new magazine from empty (note the dropped bolt release, which unlike the other two ACR iterations isn't used for the &amp;quot;Fast Hands&amp;quot; reload).]]&lt;br /&gt;
[[File:MWIII ACRDMR 06 reload3.jpg|thumb|none|600px|Pulling the folding charging handle. When using a scope, the operator's hand will sometimes clip into the side of the scope.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
If the player has a &amp;quot;Mag Holster&amp;quot; equipped in his gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.&lt;br /&gt;
&lt;br /&gt;
Curiously, it is the weapon seen being distributed to the operators in the multiplayer insertion cutscenes, although, eventually it magically turns into the actual weapon of player's choice.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII CZ805 01 equip.jpg|thumb|none|600px|Chambering the CZ 805 when first equipping it. This animation extends to all weapons under the &amp;quot;MTZ&amp;quot; platform.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (1).jpg|thumb|none|600px|A U.S. Army Ranger inspects his CZ 805 in the new version of Afghan. Note that the markings call it a &amp;quot;MTX-556&amp;quot;.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (2).jpg|thumb|none|600px|Brass check, this animation seems to be taken from the SCAR variants.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (3).jpg|thumb|none|600px|Looking through the iron sights. These sights are shared across all the CZ BREN series weapons, with the only differences being how close they are when aiming (for example they are depicted as being very close for the BREN 2 DMR, despite them being mounted the same distance as the ones on the BREN 2 BR).]]&lt;br /&gt;
[[File:Cz805a2 mw3 (4).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Cz805a2 mw3 (5).jpg|thumb|none|600px|Reloading from empty...]]&lt;br /&gt;
[[File:MWIII CZ805 07 reload3.jpg|thumb|none|600px|...this ends with a quick tug of the charging handle. A round visibly gets chambered here.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII CZ805A1.jpg|thumb|none|600px|The modification in-game.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears in the battle rifle class as the &amp;quot;MTZ-762&amp;quot;. It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenBR 01 idle.jpg|thumb|none|600px|Holding the BREN 2 BR in the outskirts of Pripyat.]]&lt;br /&gt;
[[File:MWIII BrenBR 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII BrenBR 03 reload1.jpg|thumb|none|600px|Swapping magazines (tactically).]]&lt;br /&gt;
[[File:MWIII BrenBR 04 reload2.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII BrenBR 05 reload3.jpg|thumb|none|600px|Dramatically ejecting the magazine...]]&lt;br /&gt;
[[File:MWIII BrenBR 06 relaod4.jpg|thumb|none|600px|...then thumbing the bolt after inserting a new one for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
[[File:MWIII Bren2 01 idle.jpg|thumb|none|600px|The will of a single jawn, Captain Price.]]&lt;br /&gt;
[[File:MWIII Bren2 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII Bren2 03 reload1.jpg|thumb|none|600px|Changing the magazine while retaining the other.]]&lt;br /&gt;
[[File:MWIII Bren2 04 reload2.jpg|thumb|none|600px|Pulling the charging handle on empty.]]&lt;br /&gt;
[[File:MWIII Bren2 05 reload3.jpg|thumb|none|600px|Flicking out the magazine in an even more dramatic animation for the &amp;quot;fast hands&amp;quot; empty reload.]]&lt;br /&gt;
[[File:MWIII Bren2 06 reload4.jpg|thumb|none|600px|Using the bolt release after loading the new one in.]]&lt;br /&gt;
[[File:BREN 2 7.62x39.jpg|thumb|none|400px|CZ BREN 2 w/ 14&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII Bren2 762x39 14in.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII BrenDMR.jpg|thumb|none|600px|A customized &amp;quot;Interceptor&amp;quot;, built to resemble a stock BREN 2 DMR.]]&lt;br /&gt;
[[File:MWIII BrenDMR 01 idle.jpg|thumb|none|600px|The Bren 2 DMR in-game on Quarry.]]&lt;br /&gt;
[[File:MWIII BrenDMR 02 inspect.jpg|thumb|none|600px|Finding a bullet in the chamber.]]&lt;br /&gt;
[[File:MWIII BrenDMR 03 reload1.jpg|thumb|none|600px|Loading a fresh magazine from empty...]]&lt;br /&gt;
[[File:MWIII BrenDMR 04 reload2.jpg|thumb|none|600px|...and using the charging handle.]]&lt;br /&gt;
[[File:MWIII BrenDMR 05 reload3.jpg|thumb|none|600px|Thumbing the bolt release for the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block. As with many FAMAS iterations in ''Call of Duty'', it primarily fires in bursts. Unlike in ''MW2019'', the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
[[File:MWIII FAMASF1 01 equip.jpg|thumb|none|600px|Chamber checking when first equipping the FAMAS. This is identical to the one in ''MW2019'', and this animation is also used when inspecting the rifle.]]&lt;br /&gt;
[[File:MWIII FAMASF1 02 idle.jpg|thumb|none|600px|The FAMAS in multiplayer, on Karachi. Note the cut down carry handle, which has removed the protective siding for the iron sights.]]&lt;br /&gt;
[[File:MWIII FAMASF1 03 aim.jpg|thumb|none|600px|The iron sights are now actually part of the FAMAS F1, instead of being rail mounted like in the prior game. Note the sights are off-center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII FAMASF1 04 selector.jpg|thumb|none|600px|Toggling the trigger guard mounted selector, which only selects burst or semi-auto. This is also a correction from the 2019 game, which showed the stock's auto-burst selector being toggled instead.]]&lt;br /&gt;
[[File:MWIII FAMASF1 05 reload1.jpg|thumb|none|600px|Changing magazines during a tactical reload.]]&lt;br /&gt;
[[File:MWIII FAMASF1 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty during the &amp;quot;Fast Hands&amp;quot; empty reload. For the default empty reload, the rifle is chambered in a similar manner to the inspect animation. Note the rail now stops before the front and rear iron sight, unlike in ''MW2019'', where the whole top of the rifle was railed.]]&lt;br /&gt;
[[File:MWIII FAMASF1 07 empty.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:MWIII FAMAS F1 FAMAS Valorise.jpg|thumb|none|600px|Pham Lan Minh with a FAMAS F1 and  [[FAMAS Valorisé]].]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H (modified)==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]], probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its ''[[Call of Duty: Black Ops II|Black Ops II]]'' depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first few shots in full-auto are fired at 837 RPM, and the rest are fired at a much lower (and so far unstated) RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. &lt;br /&gt;
&lt;br /&gt;
Also just like the previous time the HAMR (or an imitation of it) showed up in a major ''Call of Duty'' title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the &amp;quot;TAQ-V&amp;quot;). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for ''5.56x45mm NATO''). Most animations are shared between the different &amp;quot;Tactique Verte&amp;quot; weapon family variants. &lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SCARH 01 idle.jpg|thumb|none|600px|Operator BBQ holds the SCAR-H on Favela.]]&lt;br /&gt;
[[File:MWIII SCARH 02 reload1.jpg|thumb|none|600px|About to load a new magazine, which due to a bug appears to be empty (also the chamber has a flat tan texture).]]&lt;br /&gt;
[[File:MWIII SCARH 03 reload2r.jpg|thumb|none|600px|About to depress the bolt release during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:MWIII SCARH drummag.jpg|thumb|none|600px|The SCAR-H with the fictional 7.62x51mm SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 04 idle.jpg|thumb|none|600px|The drummed-up TAQ Eradicator in a favela kitchen.]]&lt;br /&gt;
[[File:MWIII SCARH 05 reload3.jpg|thumb|none|600px|Chambering the SCAR on empty. This is also the equip animation when using the SAW-MAG.]]&lt;br /&gt;
[[File:MWIII SCARH 06 inspect1.jpg|thumb|none|600px|The empty drum as seen in the inspection. Note the housing juncture is way too shallow.]]&lt;br /&gt;
[[File:MWIII SCARH 07 inspect2.jpg|thumb|none|600px|The rifle locked open. As in ''MWII'', the rollmarks are mirrored on the right side due to a texture limitation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII G36 01 idle.jpg|thumb|none|600px|Operator Kleopatros holds the G36 in her home country. Note her camouflage isn't the [https://www.camopedia.org/index.php/Greece lizard pattern] used by the Hellenic Army, and instead seems to be a fictional pattern with a color scheme similar to camouflage used by Scandinavian countries.]]&lt;br /&gt;
[[File:MWIII G36 02 aim.jpg|thumb|none|600px|Using the iron sights. These sights are shared across the in-game &amp;quot;Holger&amp;quot; weapon family.]]&lt;br /&gt;
[[File:MWIII G36 03 reload1.jpg|thumb|none|600px|About to insert a new magazine while retaining the old one.]]&lt;br /&gt;
[[File:MWIII G36 04 reload2.jpg|thumb|none|600px|Cahmbering the G36 on empty. This is also the equip animation.]]&lt;br /&gt;
[[File:MWIII G36 05 inspect1.jpg|thumb|none|600px|Inspecting the rifle with a full magazine and chambered round...]]&lt;br /&gt;
[[File:MWIII G36 06 inspect2.jpg|thumb|none|600px|...and inspecting an empty rifle/magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The Holger 556 can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII G36C.jpg|thumb|none|600px|A &amp;quot;Holger 556&amp;quot; with the alternate barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot; in an official image.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true [[MG36]] build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII MG36.jpg|thumb|none|600px|The modified &amp;quot;Holger 26&amp;quot; in-game. Note unlike the real integrated scope, the one in-game retains the rear sight.]]&lt;br /&gt;
[[File:MWIII MG36 01 equip.jpg|thumb|none|600px|Johnny MacTavish chambers the rifle during the equip animation.]]&lt;br /&gt;
[[File:MWIII MG36 02 idle.jpg|thumb|none|600px|Holding the German machine gun in the Afghan heat.]]&lt;br /&gt;
[[File:MWIII MG36 03 integratedoptic.jpg|thumb|none|600px|Looking through the integrated red dot sight.]]&lt;br /&gt;
[[File:MWIII MG36 04 inspect1.jpg|thumb|none|600px|Checking the Beta C-Mag...]]&lt;br /&gt;
[[File:MWIII MG36 05 inspect2.jpg|thumb|none|600px|...and then the right side of the gun.]]&lt;br /&gt;
[[File:MWIII MG36 06 reload1.jpg|thumb|none|600px|Removing the empty magazine after expending all 100 rounds. Note the protruding magazine catch.]]&lt;br /&gt;
[[File:MWIII MG36 07 reload2.jpg|thumb|none|600px|Chambering the MG36 after inserting a new one. Due to a bug, the operators fingers will occasionally be too far to the right and not actually make contact with the handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available in the marksman rifle class as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII SL8 01 equip.jpg|thumb|none|600px|Equipping the SL8.]]&lt;br /&gt;
[[File:MWIII SL8 02 idle.jpg|thumb|none|600px|Frustrated by yet another workplace pizza party, &amp;quot;Byline&amp;quot; brings her SL8 to work.]]&lt;br /&gt;
[[File:MWIII SL8 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII SL8 04 reload1.jpg|thumb|none|600px|Reloading (tactically).]]&lt;br /&gt;
[[File:MWIII SL8 05 reload2.jpg|thumb|none|600px|A similar animation is used for the empty reload, but with the operator flinging the used magazine away.]]&lt;br /&gt;
[[File:MWIII SL8 06 reload3.jpg|thumb|none|600px|Tugging the folding charging handle on empty.]]&lt;br /&gt;
[[File:MWIII SL8 07 reload4.jpg|thumb|none|600px|Using her thumb to chamber the rifle during the &amp;quot;Fast Hands&amp;quot; empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
The stylized [[IWI Tavor CTAR-21]] from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' returns in Season 1 as the &amp;quot;RAM-7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|400px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-RAM7.jpg|thumb|none|600px|An official image of the &amp;quot;RAM-7&amp;quot;.]]&lt;br /&gt;
[[File:MWIIICTAR01equip.jpg|thumb|none|600px|Charging the Tavor upon spawning in.]]&lt;br /&gt;
[[File:MWIIICTAR02idle.jpg|thumb|none|600px|Idle with the CTAR-21 in Mykonos, Greece, hoping that his wife won't find out.]]&lt;br /&gt;
[[File:MWIIICTAR03aim.jpg|thumb|none|600px|The iron sights are seemingly the same as its counterpart in ''Modern Warfare 2019''.]]&lt;br /&gt;
[[File:MWIIICTAR04inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIIICTAR05reload1.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIIICTAR06reload2.jpg|thumb|none|600px|Grabbing the magazine release lever on an empty reload (although the operator appears to be thumbing the catch)...]]&lt;br /&gt;
[[File:MWIIICTAR07reload3.jpg|thumb|none|600px|...and pulling the charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIIICTAR08reload4.jpg|thumb|none|600px|Using the bolt release for the &amp;quot;Fast Hands&amp;quot; reloads.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] with a slightly stylized T97.ca LHG and FTU appears as the &amp;quot;DG-56&amp;quot; (originally &amp;quot;DG-58&amp;quot;, but renamed following the release of Season 1). Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a &amp;quot;DG-56&amp;quot; in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The DG-56 in an official render, known as the &amp;quot;DG-58&amp;quot; back then. Note the integrated front and rear sights not present on the real Flat Top Upper, but are present on the ACP PEAK replacement upper.]]&lt;br /&gt;
[[File:MWIII QBZ97 01 idle.jpg|thumb|none|600px|Holding the QBZ-97.]]&lt;br /&gt;
[[File:MWIII QBZ97 02 aim.jpg|thumb|none|600px|Aiming. The sights are nearly identical to the other in-game Type 95 family.]]&lt;br /&gt;
[[File:MWIII QBZ97 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine. Note the emblem on the magwell has the text &amp;quot;钢之龙 (Steel Dragon) Defense Groups&amp;quot; written on it. One can assume the &amp;quot;DG&amp;quot; in &amp;quot;DG-56&amp;quot; stands for &amp;quot;Defense Groups&amp;quot;. The serial number has &amp;quot;97&amp;quot; in the text, possibly alluding to the real rifle.]]&lt;br /&gt;
[[File:MWIII QBZ97 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ97 05 reload1.jpg|thumb|none|600px|Tactical reloading.]]&lt;br /&gt;
[[File:MWIII QBZ97 06 reload2.jpg|thumb|none|600px|Chambering the rifle on empty (a variation this animation is also used when first equipping the rifle). For the &amp;quot;Gunner Vest&amp;quot; faster reload, the animations from the QJB-95-1 empty reload are used.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-97B / QBZ-95B-1 hybrid===&lt;br /&gt;
Attaching the &amp;quot;DG-58 Micro Barrel&amp;quot; barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the [[QBZ-95B|QBZ-95B-1]], the muzzle device, caliber and magazine/magazine well of the [[QBZ-97B]], with the top rail carry handle somewhat resembling the carry handle of the [[QCQ-05]]. The iron sights even more so resemble the aforementioned ACP PEAK upper.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ97B 00.jpg|thumb|none|600px|Two custom DG-56 rifles with the &amp;quot;DG-58 Micro Barrel&amp;quot; attachment. The bottom one has the default muzzle device (which the 95/97B have) and the one above with a changed muzzle device to emulate the look of the 95B-1.]]&lt;br /&gt;
[[File:MWIII QBZ97B 01 idle.jpg|thumb|none|600px|Idle with the hybrid carbine.]]&lt;br /&gt;
[[File:MWIII QBZ97B 02 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII QBZ97B 03 inspect1.jpg|thumb|none|600px|Looking at the left side...]]&lt;br /&gt;
[[File:MWIII QBZ97B 04 inspect2.jpg|thumb|none|600px|...and checking the chamber looking at the right.]]&lt;br /&gt;
[[File:MWIII QBZ97B 05 reload1.jpg|thumb|none|600px|Reloading from empty with the faster reload perk...]]&lt;br /&gt;
[[File:MWIII QBZ97B 06 reload2.jpg|thumb|none|600px|...and about to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the battle rifle class as the &amp;quot;BAS-B&amp;quot;. It is fitted with the same stylized Magpul MBUS used on the RM277 from ''Modern Warfare II''. It was stated in the beta loadout menu to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of the aforementioned &amp;quot;6.8 Wrath&amp;quot;; it has been changed to simply &amp;quot;.277&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the &amp;quot;Bruen Harmonic Suppressor L&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 01 idle.jpg|thumb|none|600px|Holding the MCX-SPEAR in the default C-clamp grip.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 02 aim.jpg|thumb|none|600px|Aiming down the MBUS-ish flip-sights.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 03 inspect2.jpg|thumb|none|600px|Checking the chamber after inspecting the magazine...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 04 inspect3.jpg|thumb|none|600px|...then thumbing the forward assist.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 05 reload1.jpg|thumb|none|600px|About to sandwich the magazines together during a tactical reload.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 06 reload2.jpg|thumb|none|600px|Quickly checking the chamber for malfunctions during the empty reload...]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 07 reload3.jpg|thumb|none|600px|...then tugging the folding charging handle after swapping the magazines.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 08 reload4.jpg|thumb|none|600px|The operator about the pound the bolt release like it owes him money during the empty &amp;quot;fast hands&amp;quot; reload. Note the SLX suppressor attached, in-game referred to as the &amp;quot;Harmonic&amp;quot; suppressor.]]&lt;br /&gt;
[[File:MWIII SIGSPEAR 09 emptyglitch.jpg|thumb|none|600px|A round inside the barrel when inspecting on empty, an oversight that unfortunately also happened to a few weapons in ''Call of Duty: Vanguard''.]]&lt;br /&gt;
[[File:MCX-SPEAR 9.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR with 9&amp;quot; barrel]]&lt;br /&gt;
[[File:MWIII BAS9in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the 9&amp;quot; “Wyvern” barrel and &amp;quot;HUL-BREACH&amp;quot; muzzle device.]]&lt;br /&gt;
[[File:MCX-SPEAR 20.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR in MRGG-S configuration with 20&amp;quot; barrel - 6.5mm Creedmoor]]&lt;br /&gt;
[[File:MWIII BAS20in.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot; modified to resemble it with the &amp;quot;Venom&amp;quot; barrel, &amp;quot;TREAD-40&amp;quot; muzzle device, &amp;quot;Flash 8&amp;quot; stock and &amp;quot;TX4 HAVOC&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the &amp;quot;Longbow&amp;quot; functions in-game. The &amp;quot;Pro-99 Long Barrel&amp;quot; gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the &amp;quot;Tac-Brute Suppressed Barrel&amp;quot; gives the rifle an integrated suppressor, similar in idea to the GOPAK.&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot; in an official image. The barrel is relocated to where an AK's gas system would be, which raises the question of how it still manages to feed rounds from regular AK magazines that seat below the new turnbolt chamber.]]&lt;br /&gt;
[[File:MWIII boltak 01 equip.jpg|thumb|none|600px|Chambering the turnbolt AK when first equipping it.]]&lt;br /&gt;
[[File:MWIII boltak 02 idle.jpg|thumb|none|600px|Holding the &amp;quot;Longbow&amp;quot; in a bunker.]]&lt;br /&gt;
[[File:MWIII boltak 03 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII boltak 04 chamber.jpg|thumb|none|600px|Using the very fast straight pull bolt. A customization option exists for an even faster bolt.]]&lt;br /&gt;
[[File:MWIII boltak 05 reload2.jpg|thumb|none|600px|Kicking out the empty 30 round magazine with another. Both the standard and empty reloads are similar to the ''MWII'' AK-103.]]&lt;br /&gt;
[[File:MWIII boltak 06 reload3.jpg|thumb|none|600px|Chambering the rifle.]]&lt;br /&gt;
[[File:MWIII boltak 07 reload5.jpg|thumb|none|600px|Pulling the bolt during the &amp;quot;Fast Hands&amp;quot; empty reload. The animation is similar to the standard empty reload, except the operator holds the rifle horizontally. Note the &amp;quot;Pro 99-Long Barrel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-50 TREMOR==&lt;br /&gt;
The [[Cadex Defence CDX-50 TREMOR]] was added in Season 1 as the &amp;quot;XRK Stalker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CDX-50 TREMOR.jpg|thumb|none|450px|Cadex Defence CDX-50 TREMOR - .50 BMG]]&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-XRKSTALKER.jpg|thumb|none|600px|An official image of the &amp;quot;XRK Stalker&amp;quot;.]]&lt;br /&gt;
[[File:MWIII CDX50 01 idle.jpg|thumb|none|600px|Idle at a black site with the CDX-50.]]&lt;br /&gt;
[[File:MWIII CDX50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII CDX50 03 bolt1.jpg|thumb|none|600px|The bolt all the way to the rear while the operator cycles it.]]&lt;br /&gt;
[[File:MWIII CDX50 04 bolt2.jpg|thumb|none|600px|Cycling the bolt with the fast bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 05 reload1.jpg|thumb|none|600px|About to unlock the bolt during the empty reload. Note the dropped firing pin.]]&lt;br /&gt;
[[File:MWIII CDX50 06 reload2.jpg|thumb|none|600px|Tossing an &amp;quot;empty&amp;quot; magazine for the &amp;quot;Fast Hands&amp;quot; reload. The magazine model erroneously is always depicted with one round in it, for both empty and normal reloads.]]&lt;br /&gt;
[[File:MWIII CDX50 07 reload3.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
[[File:MWIII CDX50 extra.jpg|thumb|none|600px|Note that empty cases don't have their primers struck.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot; in an official render.]]&lt;br /&gt;
[[File:MWIII SVCh 01 idle.jpg|thumb|none|600px|Staring at a very peculiar font. Oh also holding the SVCh.]]&lt;br /&gt;
[[File:MWIII SVCh 02 reload1updt.jpg|thumb|none|600px|Making another magazine sandwich while performing a tactical reload. Note the operators' finger clips through the magazine release for part of this animation.]]&lt;br /&gt;
[[File:MWIII SVCh 03 reload2.jpg|thumb|none|600px|For the &amp;quot;fast hands&amp;quot; reload, the operator uses their middle finger on their right hand to let the magazine drop free.]]&lt;br /&gt;
[[File:MWIII SVCh 04 reload3.jpg|thumb|none|600px|Kicking the empty magazine free during a standard empty reload...]]&lt;br /&gt;
[[File:MWIII SVCh 05 reload4.jpg|thumb|none|600px|...and pulling the charging handle. This animation is also used when first equipping the rifle.]]&lt;br /&gt;
[[File:MWIII SVCh 06 empty1.jpg|thumb|none|600px|The bolt locked back on empty.]]&lt;br /&gt;
[[File:MWIII SVCh 07 empty2.jpg|thumb|none|600px|Ditto on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mmR.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot; in an official render. Despite being supposedly chambered in 7.62x54mmR, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
[[File:MWIII SVK 01 idle.jpg|thumb|none|600px|Holding the SVK in the Caucasus.]]&lt;br /&gt;
[[File:MWIII SVK 02 aim.jpg|thumb|none|600px|Aiming with a GG&amp;amp;G MAD inspired sight at some rock textures that didn't properly load in.]]&lt;br /&gt;
[[File:MWIII SVK 03 reload1.jpg|thumb|none|600px|The tactical reload is slightly altered from the SVCh. Note the top rounds seemingly being held in by faith.]]&lt;br /&gt;
[[File:MWIII SVK 04 reload2.jpg|thumb|none|600px|The &amp;quot;fast hands&amp;quot; reload is much the same.]]&lt;br /&gt;
[[File:MWIII SVK 05 reload3.jpg|thumb|none|600px|Kicking out the &amp;quot;empty&amp;quot; magazine. A strange oversight given the SVCh has an empty magazine model.]]&lt;br /&gt;
[[File:MWIII SVK 06 reload3.jpg|thumb|none|600px|An alternate animation for pulling the charging handle instead of the palms up technique used on the SVCh.]]&lt;br /&gt;
[[File:MWIII SVK 07 empty.jpg|thumb|none|600px|The empty inspect makes the full magazine more obvious. Also note that the blow up doll has been changed to something more family friendly.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;. The default scope uses the iconic scope_overlay_m40a3 reticle.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot; in an official image.]]&lt;br /&gt;
[[File:MWIII HS50 01 idle.jpg|thumb|none|600px|Operator &amp;quot;Alpine&amp;quot; holding the Steyr HS .50 in Derailed's winter wonderland.]]	&lt;br /&gt;
[[File:MWIII HS50 02 inspect.jpg|thumb|none|600px|Checking the chamber.]]	&lt;br /&gt;
[[File:MWIII HS50 03 bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:MWIIIHS50bolt.jpg|thumb|none|600px|An alternate animation for working the bolt when using the faster bolt option.]]&lt;br /&gt;
[[File:MWIII HS50 04 reload1.jpg|thumb|none|600px|Topping off with a new magazine.]]	&lt;br /&gt;
[[File:MWIII HS50 05 reload2.jpg|thumb|none|600px|Ripping out the empty magazine during the empty &amp;quot;Fast Hands&amp;quot; reload. Note the &amp;quot;Tempus Aura Heavy Barrel&amp;quot; barrel modification, which gives the weapon a rail system and barrel more akin to the real HS .50-M1.]]&lt;br /&gt;
[[File:MWIII HS50 06reload3.jpg|thumb|none|600px|Loading in a new one...]]	&lt;br /&gt;
[[File:MWIII HS50 07 reload4.jpg|thumb|none|600px|...and working the bolt. The standard empty reload has the action opened and the magazine swapped before closing it instead of swapping the magazine and then working the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN EVOLYS==&lt;br /&gt;
A stylized [[FN EVOLYS]] is scheduled to be added in Mid-Season 1 as the &amp;quot;TAQ Evolvere&amp;quot;.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;. Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover. By default the pistol grip has stippled grip tape, but it can be removed with the &amp;quot;Stippled Grip Cover&amp;quot; attachment, which apparently covers the tape, even though it just removes the modification.&lt;br /&gt;
&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi 5.56 Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi in an official image.]]&lt;br /&gt;
[[File:MWIII M249 01 equip.jpg|thumb|none|600px|Equipping the Minimi/M249 with the carry handle, much like the iteration in ''MW2019''. This is followed by racking the charging handle.]]&lt;br /&gt;
[[File:MWIII M249 02 idle.jpg|thumb|none|600px|Idle with the machine gun.]]&lt;br /&gt;
[[File:MWIII M249 03 irons.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MWIII M249 03a inspect1.jpg|thumb|none|600px|Right side of the MG.]]&lt;br /&gt;
[[File:MWIII M249 03b inspect2.jpg|thumb|none|600px|Left side after firing off most of the belt. Note that the disintegrating links require a bullet to stay linked in reality; in-game the ones without bullets are simply floating.]]&lt;br /&gt;
[[File:MWIII M249 04 reload1.jpg|thumb|none|600px|Racking the charging handle at the start of the empty reload...]]&lt;br /&gt;
[[File:MWIII M249 05 reload3.jpg|thumb|none|600px|...attaching a new 100-round cloth bag...]]&lt;br /&gt;
[[File:MWIII M249 06 reload4.jpg|thumb|none|600px|...and pushing the loose links off the top of the feed tray with the new belt.]]&lt;br /&gt;
[[File:MWIII M249 07 reload2.jpg|thumb|none|600px|Checking under the feed tray when reloading the 200-round box.]]&lt;br /&gt;
[[File:Norinco CS LM8 LMG.jpg|thumb|none|450px|Chongqing Changfeng CS/LM8 clone of the FN Minimi with 30-round magazine (Norinco-branded) - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MWIII M249quad.jpg|thumb|none|600px|The Minimi/M249 with 60-round quadstack magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 01 idle.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MWIII M249quad 02.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:MWIII M249quad 03.jpg|thumb|none|600px|Tossing the empty magazine...]]&lt;br /&gt;
[[File:MWIII M249quad 04.jpg|thumb|none|600px|...and reaching under the machine gun to rack the charging handle after loading a new mag.]]&lt;br /&gt;
[[File:M249E1.jpg‎|thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249E1.jpg|thumb|none|600px|The weapon modified to look like the E1 in-game.]]&lt;br /&gt;
[[File:FN Minimi 5.56 Mk3 Para.jpg|thumb|none|400px|FN Minimi 5.56 Mk3 Para - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249Para.jpg|thumb|none|600px|The weapon modified to look like the Para in-game.]]&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249RFIPara.jpg|thumb|none|600px|The weapon modified to look like the Para RFI in-game.]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg‎|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIIM249MK46ish.jpg|thumb|none|600px|Much like in the original ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'', the M249 can be seen with a pseudo-RIS handguard of a [[Mk 46 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.&lt;br /&gt;
&lt;br /&gt;
Just like with ''MW2019'', the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. &lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg 6P41 - 7.62x54mmR]]&lt;br /&gt;
[[File:PKP Pecheneg-2.jpg|thumb|450px|none|PKP Pecheneg-N 6P41N - 7.62x54mmR]]&lt;br /&gt;
[[File:Pecheneg-SP2014VitalyKuzmin.jpg|thumb|450px|none|A modified PKP Pecheneg-SP 6P69 - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot; in an official render.]]	&lt;br /&gt;
[[File:MWIII PKP Zenit.jpg|thumb|none|600px|A customized Pecheneg in-game. The pictured &amp;quot;Ivanov Bluff Heavy Stock&amp;quot; gives the machine gun a stylized version of the 6P41 stock, while another option called the &amp;quot;Stovl Conqueror-V Stock&amp;quot; gives the weapon a stylized 6P69 stock (although unlike the real stock, this one doesn't have any hinges for folding). The &amp;quot;Reckoning-8 Heavy Barrel&amp;quot; gives the weapon a fictionalized Zenit B-50 handguard (though the top rail isn't used), while also giving it an approximation PKP flash hider and returning the protective wings for the front sight. The &amp;quot;Pulemyot Bipod&amp;quot;, which is unique to the two PKP variants, gives the weapon a fictionalized bipod, which seems to be attached by a pin that goes through the gas tube. Using the &amp;quot;200-Round Belt&amp;quot; replaces the fictional cloth box magazine (or cloth holder) with an approximation of the real PK box magazine, although it appears to be much wider.]]&lt;br /&gt;
[[File:MWIII PKP 01 idle.jpg|thumb|none|600px|The PKP. Note the machine gun features the 6P41N dovetail mounting, however, for some reason the lower part of the mounting isn't attached to the cover latch and is instead attached to the ejection port cover. The dovetail isn't used at all and instead any optics are mounted on a fictional rail on the front of the top cover (similaraly to the B&amp;amp;T PK rail), instead of the rail being attached to the rear of the top cover like the 6P69.]]&lt;br /&gt;
[[File:MWIII PKP 02 aim.jpg|thumb|none|600px|Aiming. The front sight lacks its protective wings.]]&lt;br /&gt;
[[File:MWIII PKP 03 eject.jpg|thumb|none|600px|One of the fictional metal links getting ejected. The bottom cartridge ejection port is depicted as being hinged on the bottom instead of on the top.]]&lt;br /&gt;
[[File:MWIII PKP 04 inspect.jpg|thumb|none|600px|Inspecting the weapon with two rounds left. Note the bolt is incorrectly depicted as closed.]]&lt;br /&gt;
[[File:MWIII PKP 05 reload1.jpg|thumb|none|600px|Incorrectly racking the charging handle at the start of the reload...]]&lt;br /&gt;
[[File:MWIII PKP 06 reload2.jpg|thumb|none|600px|...and despite this the bolt is still forward.]]&lt;br /&gt;
[[File:MWIII PKP 07 reload3.jpg|thumb|none|600px|Checking the feed tray during the &amp;quot;Fast Hands&amp;quot; reload. The underside of the feed tray is [https://i.imgur.com/shi5CI5.png untextured], but it isn't noticeable in normal gameplay. Unlike the default animation, the operator correctly racks the charging handle after placing the new belt.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;. The reload animations are actually correct for a PK series machine gun in this conversion, as like with the &amp;quot;Fast Hands&amp;quot; reload, the operator now racks the bolt at the end of the process instead of in the beginning.  &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]	&lt;br /&gt;
&lt;br /&gt;
[[File:MWIII Bullpup Pecheneg custom.jpg|thumb|none|600px|A modified Pecheneg Bullpup with correct length barrel and rubber buttpad. Note the optics are still mounted on the top cover instead of the carry handle rail (unlike the real version, which is due to eye relief distance being a factor), and that equipping an optic removes the entire front sight assembly. Also note that, due to a bug, the operator doesn't actually hold the side-mounted foregrip.]]	&lt;br /&gt;
[[File:MWIII BullPKP 01 idle.jpg|thumb|none|600px|&amp;quot;Zero&amp;quot; holds the PKP, wondering why someone decided to replace the perfectly fine top cover with a 3D printed one.]]&lt;br /&gt;
[[File:MWIII BullPKP 02 inspect1.jpg|thumb|none|600px|He also finds that the bolt has been made out of stainless steel or something similar thereof. Also like the base Pecheneg, it also is incorrectly forward. The cartrige directly in front of the bolt appears to be bent. ]]&lt;br /&gt;
[[File:MWIII BullPKP 03 inspect2.jpg|thumb|none|600px|Peering into the void of the ammunition bag on the right side.]]	&lt;br /&gt;
[[File:MWIII BullPKP 04 reload1.jpg|thumb|none|600px|Attaching a new ammunition box...]]	&lt;br /&gt;
[[File:MWIII BullPKP 05 reload2.jpg|thumb|none|600px|...and pulling out a new belt from said box.]]&lt;br /&gt;
[[File:MWIII BullPKP 06 reload3.jpg|thumb|none|600px|Racking the charging handle after closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] appears as the &amp;quot;DG-58 LSW&amp;quot;. Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel attached QJB bipod.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot; in an official render. Much like the QBZ-97, it has the &amp;quot;Steel Dragon Defense Groups&amp;quot; logo on the left side. The right side has stylized text reading &amp;quot;天北 (Heavenly North / Northern Sky) Defense Groups&amp;quot;, which might be a play on the &amp;quot;China North Industries Group&amp;quot; name (although the real weapon is manufactured by the China South Industries Group).]]&lt;br /&gt;
[[File:MWIII QJB95 01 idle.jpg|thumb|none|600px|Idle with the QJB-95-1. In typical Call of Duty fashion, the tops of both sights have both been chopped off.]]&lt;br /&gt;
[[File:MWIII QJB95 02 aim.jpg|thumb|none|600px|Aiming slightly off center due to weapon sway.]]&lt;br /&gt;
[[File:MWIII QJB95 03 inspect1.jpg|thumb|none|600px|Inspecting the fictional magazine. The real magazine has a different design in addition to the magwell placement being on the right instead of in the center.]]&lt;br /&gt;
[[File:MWIII QJB95 04 inspect2.jpg|thumb|none|600px|Checking the chamber.]]&lt;br /&gt;
[[File:MWIII QJB95 05 reloadtac.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MWIII QJB95 06 reloadempty1.jpg|thumb|none|600px|Inserting a new magazine on empty...]]&lt;br /&gt;
[[File:MWIII QJB95 07 reloadempty2.jpg|thumb|none|600px|...and a round visibly being chambered after tugging the charging handle. A variation of this animation is used when intially equpping the weapon.]]&lt;br /&gt;
&lt;br /&gt;
===QBZ-95B-1 / QBZ-97B hybrid===&lt;br /&gt;
The carbon-fiber/3D-printed &amp;quot;JAK Nightshade Rifle Kit&amp;quot; converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a [[QBZ-95B|QBZ-95B-1]]'s 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a [[QBZ-97B]]'s deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B / QBZ-95B.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95B-1.jpg|thumb|none|450px|QBZ-95B-1 - 5.8x42mm]]&lt;br /&gt;
[[File:QBZ97B.jpg|thumb|none|450px|QBZ-97B - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII QBZ95B 00 custom.jpg|thumb|none|600px|The QBZ-95/97B hybrid in the gunsmith; as with the bullpup PKP kit, it's not entirely clear how this counts as a &amp;quot;conversion&amp;quot; when more or less every part of the gun has been replaced. Note that it retains the standard QJB-95-1's selector switch above the pistol grip, but also gains the earlier-style stock-mounted selector switch, leaving it with two selector switches. Only the former is actually used.]]&lt;br /&gt;
[[File:MWIII QBZ95B 01 idle.jpg|thumb|none|600px|On sacred grounds with the carbine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 02 aim.jpg|thumb|none|600px|ADS with the mostly unchanged sights.]]&lt;br /&gt;
[[File:MWIII QBZ95B 03 inspect1.jpg|thumb|none|600px|Inspecting the magazine reveals that it incorrectly has a cutout as if it were a STANAG magazine.]]&lt;br /&gt;
[[File:MWIII QBZ95B 04 inspect2.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:MWIII QBZ95B 05 reload1.jpg|thumb|none|600px|Loading a magazine during a tactical reload. The animations are mostly the same as the QBZ-97's...]]&lt;br /&gt;
[[File:MWIII QBZ95B 06 reload2.jpg|thumb|none|600px|...although the empty reload is somewhat bugged.]]&lt;br /&gt;
[[File:MWIII QBZ95B 07 reload3.jpg|thumb|none|600px|Again, the faster reload reuses the empty reload animation from the QJB-95-1. Note that no round is depicted being chambered.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A fictional, stylized sliding breech underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;. It appears to be based on the [[M203]] grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the [[FN40GL]], most notably the fore. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the &amp;quot;Drill Charge&amp;quot; and reused the GP-25 like for the other AK family weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN MK 13 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MWIII Burrow 500 01.jpg|thumb|none|600px|The grenade launcher from ''Wish.com'' mounted on the AN-94n't.]]&lt;br /&gt;
[[File:MWIII Burrow 500 02.jpg|thumb|none|600px|Other side and front.]]&lt;br /&gt;
[[File:MWIII Burrow 500 03.jpg|thumb|none|600px|Idle with the launcher. It shares most of its animations with the FN40GL from ''MWII''.]]&lt;br /&gt;
[[File:MWIII Burrow 500 04.jpg|thumb|none|600px|The rear appears to have a standalone stock mount.]]&lt;br /&gt;
[[File:MWIII Burrow 500 05.jpg|thumb|none|600px|Checking the load. Note that since the animations are shared with the FN40GL, the inspect animation is the same. This means that even after using all 40mm drill charges, the top of one can still be seen when inspecting. This is due to the launcher not having the extra section in the tube which hides the top of the round on the FN40GL.]]&lt;br /&gt;
[[File:MWIII Burrow 500 06.jpg|thumb|none|600px|Dumping a spent casing.]]&lt;br /&gt;
[[File:MWIII Burrow 500 07.jpg|thumb|none|600px|Loading a new one.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] returns from ''Modern Warfare II'', again called the &amp;quot;RGL-80&amp;quot;. This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight.&lt;br /&gt;
&lt;br /&gt;
==QLG-91B==&lt;br /&gt;
The [[Type 91 grenade launcher|QLG-91B]] grenade launcher is available as an underbarrel option for the QBZ-97, under the name &amp;quot;TTL-GS 40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|450px|A QBZ-95 with a Type 91 grenade launcher mounted under it - 35x115mm]]&lt;br /&gt;
[[File:MWIII QLG 00.jpg|thumb|none|600px|The QLG-91B in the gunsmith. Unlike the real QLG, which mounts on the barrel and locks into the bayonet lug, the in-game version can be mounted on barrel options lacking the lug.]]&lt;br /&gt;
[[File:MWIII QLG 01 idle.jpg|thumb|none|600px|Idle with the launcher. Much like other grenade launchers in the series, the folding leaf sight is absent.]]&lt;br /&gt;
[[File:MWIII QLG 02 inspect1.jpg|thumb|none|600px|Inspecting the load, which is incorrectly labeled as 40x46mm (although it seems to be a reused 40mm model instead of a 35mm DFB91 high-explosive round meant for the launcher).]]&lt;br /&gt;
[[File:MWIII QLG 03 inspect2.jpg|thumb|none|600px|Right side. The launcher is incorrectly set to safe.]]&lt;br /&gt;
[[File:MWIII QLG 04 reload1.jpg|thumb|none|600px|Dumping a spent casing]]&lt;br /&gt;
[[File:MWIII QLG 05 reload2.jpg|thumb|none|600px|...and loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
New and missing entries for explosives will be featured here, while ones returning from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' won't be included and instead can be found on that page.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermobaric Grenade&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scatter Mine&amp;quot; Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Line Launcher&amp;quot; fictionalized REBS Standard Launcher==&lt;br /&gt;
In the opening level, &amp;quot;Operation 627&amp;quot;, Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the [https://helixoperations.com/Tactical/Products/Grapnel-Launchers/REBS-Standard-Launcher REBS Standard Launcher]. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.&lt;br /&gt;
&lt;br /&gt;
[[File:REBS Standard Launcher.jpg|thumb|none|450px|A REBS Standard Launcher without grapple hook]]&lt;br /&gt;
[[File:MWIII LauncherG 01.jpg|thumb|none|600px|Konni frogmen with the launchers attached to their diver propulsion vehicles.]]&lt;br /&gt;
[[File:MWIII LauncherG 02.jpg|thumb|none|600px|Ivan Alexxeve with his launcher. Note the unused picatinny rail on the top of the launcher. The text on the side has the text &amp;quot;&amp;lt;-18,81-&amp;gt;&amp;quot;, although it is unknown what it stands for.]]&lt;br /&gt;
[[File:MWIII LauncherG 03.jpg|thumb|none|600px|Right side of the launcher. Note that the launcher is mirrored.]]&lt;br /&gt;
[[File:MWIII LauncherG 04.jpg|thumb|none|600px|Andrei Nolan brings up his own launcher...]]&lt;br /&gt;
[[File:MWIII LauncherG 05.jpg|thumb|none|600px|...and all three operatives fire their lines. They then use the fictional zipline ascenders which were first introduced in ''MW2019''.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;JAK Purifier&amp;quot; Underbarrel Flamethrower==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stormender&amp;quot; Fictional Drone Gun/EMP Launcher==&lt;br /&gt;
A fictional drone gun possibly based on a CERBAIR Chimera was added in Season 1 as the &amp;quot;Stormender.&amp;quot; Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys drones and certain electronics while damaging and temporarily disabling other. The weapon has an infinite supply of electricity and never needs to be reloaded, but requires a short period to &amp;quot;recharge&amp;quot; between shots.&lt;br /&gt;
[[File:MWIII-S1-BATTLEPASS-STORMENDER.jpeg|thumb|none|600px|An official image of the &amp;quot;Stormender&amp;quot;.]]&lt;br /&gt;
[[File:MWIII Stormender front.jpg|thumb|none|600px|Closeup of the front of the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 01 idle.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:MWIII Stormender 02 aim.jpg|thumb|none|600px|Using the fictionalized Aimpoint T2 on the top to scan for enemy drones while guarding a Hind V. The optic cannot be changed and has a fictional reticule. Note the hair and dirt trapped inside the optic.]]&lt;br /&gt;
[[File:MWIII Stormender 03 inspect.jpg|thumb|none|600px|Fiddling with one of the dials on top, which presumably controls the output.]]&lt;br /&gt;
[[File:MWIII Stormender 04 shoot.jpg|thumb|none|600px|Attempting to cook a passing bird with the &amp;quot;Stormender&amp;quot;. The &amp;quot;projectiles&amp;quot; fired by the launcher can reach the height of UAVs and &amp;quot;Cruise Missiles&amp;quot; instantaneously.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] in a Protector RWS turret is mounted on M1A2 Abrams tanks in the map Invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:HKGMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Grand_Theft_Auto_V&amp;diff=1635738</id>
		<title>Talk:Grand Theft Auto V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Grand_Theft_Auto_V&amp;diff=1635738"/>
		<updated>2023-12-15T16:25:28Z</updated>

		<summary type="html">&lt;p&gt;Pyr0m4n14c: /* GTA Online standalone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==UC-RB1 Survival Knife==&lt;br /&gt;
The game's basic knife, like its ''[[Grand Theft Auto IV]]'' predecessor, is based on the UC-RB1 survival knife, made for and featured in the film ''[[First Blood]]''. The GTA V rendition features a slightly different design to the serrations to the GTA IV version, however.&lt;br /&gt;
[[Image:Rambo1Knife.jpg|thumb|none|300px|Reproduction UC-RB1 survival knife.]]&lt;br /&gt;
[[File:GTA5-Knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Weapons only found in game files=&lt;br /&gt;
==FN P90==&lt;br /&gt;
&lt;br /&gt;
In beta versions of the game the &amp;quot;Assault SMG&amp;quot; was more closely modeled on the [[FN P90]]. However, that model had an incorrect &amp;quot;traditional&amp;quot; bullpup layout with a standard magazine; such a setup is close to that of the Airsoft FN P90 &amp;quot;Predator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 - 5.7x28mm]]&lt;br /&gt;
[[File:P90pred.jpg|thumb|none|400px|'''Airsoft''' FN P90 &amp;quot;Predator&amp;quot; - (fake) 5.7x28mm. Note the STANAG magazine adaptor, something only possible on an Airsoft gun.]]&lt;br /&gt;
[[File:AssaultSMG-GTAVbeta.jpg|thumb|none|400px|Beta model showing an FN P90. The incorrect bullpup configuration appears to be based on the [[FN F2000]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] was going to appears as the &amp;quot;Assault MG&amp;quot; with a [[Galil]] folding stock.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GTAVAssaultMG.jpg|thumb|none|255px|Render of the cut HK21.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM25==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM25]] was going to appear as the &amp;quot;Programmable AR&amp;quot;, presumably standing for &amp;quot;Airburst Round&amp;quot;. Tutorial messages left in the game files show it was intended to include airburst functionality; when aiming, the first press of the trigger would have set the detonation distance, with subsequent presses firing grenades. Presumably, the player would have to stop aiming the weapon to set a new detonation range.&lt;br /&gt;
&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM25 - 25mm]]&lt;br /&gt;
[[File:GTAVProgrammableAR.jpg|thumb|none|248px|Render of the cut XM25.]]&lt;br /&gt;
[[File:GTAVProgrammableAR-HUD.jpg|thumb|none|248px|HUD icon.]]&lt;br /&gt;
&lt;br /&gt;
==M249E2 SAW==&lt;br /&gt;
The beta &amp;quot;Combat MG&amp;quot; was an [[M249-E2 SAW]] with a para-length barrel, RIS receiver cover and an incorrect rail on top of the heat shield.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|400px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic stock, equipped with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:GTAV-CombatMG-Beta.jpg|thumb|none|400px|Beta M249-E2.]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
== new page and type 56-2 ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
I made this kinda quick. Didn't have a lot of time to check errors.&lt;br /&gt;
I'm relatively new to the editing in this site. So if any veteran&lt;br /&gt;
around with more knowledge could help improve the article would be indeed&lt;br /&gt;
great.&lt;br /&gt;
When it comes to the weapon, I believe it's a Norinco Type 56-2 since the stock&lt;br /&gt;
looks like the one in a Type 56-2. Otherwise correct if I'm wrong.&lt;br /&gt;
Also one of the guys seems to have a laser sight. Don't know which sort though&lt;br /&gt;
[[User:Santos|Santos]] 17:08, 2 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
The rifles seem to have some sort of rail system on them... which I think is a shame--[[User:Gran28|Gran28]] 10:55, 3 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Most likely is the handguard with picatinny rails. The guy knocking on the van leading those other two men, seems to have a laser sight attached to it. This is a handguard is from FAB-Defense. http://www.fab-defense.com/images/big-details/ak-47-1.jpg&lt;br /&gt;
&lt;br /&gt;
One of the screenshots mentions &amp;quot;excellent&amp;quot; trigger discipline, to me it looks like his finger is actually on the trigger as there is a small curve in the shape of the finger, I wouldn't refer to that as excellent trigger discipline. --[[User:Cool-breeze|cool-breeze]] 14:42, 1 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:To me it looks like the guy is holding his finger just slightly above the trigger area, not excellent but still better than most games have, to be honest the only game i can remember that had great trigger discipline was MGS4 where Snake kept his finger completely off the triggers of all weapons unless he was aiming them, but i think that since they're both video games, bad trigger discipline can be excused since i doubt developers want to spend who knows how many hours giving every character separate finger animations for trigger discipline, and also there is the fact that the character can have their fingers wrapped around the triggers, but the players have theirs completely off the fire button, so essentially, it's our own 'trigger' discipline that video game characters have (least that's how i see it)  we should save the bad trigger discipline arguments for movies.[[User:Kornflakes89|Kornflakes89]] 16:26, 8 March 2012 (CST)&lt;br /&gt;
::Add ''[[ArmA 2]]'' to the list of games with excellent trigger discipline. [[User:Laqueesha|Laqueesha]] ([[User talk:Laqueesha|talk]]) 03:55, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4? ==&lt;br /&gt;
&lt;br /&gt;
Help to identify; looks like a M4 rifle with longer (?) and suppressed barrel. [[User:Pawelm|Pawelm]] ([[User talk:Pawelm|talk]]) 13:55, 10 November 2012 (EST)&lt;br /&gt;
[[Image:GTA5_AR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
I would say that it has a shorter barrel than an M4A1. I would say it's a suppressed [[Mk. 18 Mod 0]]. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 14:21, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Suppressor resembles an AAC model which covers more of the barrel than the KAC suppressors we commonly see, so it's possible it could still be an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:10, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:If it was an M4 length barrel, there would be no suppressor left to actually trap the gas to suppress the weapon. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 22:24, 10 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
looks like it has the older CAR-15 style stock [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:38, 11 November 2012 (EST)&lt;br /&gt;
:What people refer to as CAR-15s (XM177, XM177E1, XM177E2 etc) were fitted with a stock that was made of aluminium with a black polymer coating as seen [[Colt_AR-15_Identification_Guide#2nd_Generation_Collapsible|here]]. Later Colt carbines up to and including the M4 had a synthetic fiberlite stock as seen [[Colt_AR-15_Identification_Guide#3rd_Generation_Collapsible|here]]. The easiest way to tell them apart are the vertical reinforcing ribs that are present on the side of the fiberlite stock, which are present in the game gun. As this stock can be found on Mk. 18s, Model 933s and M4s (all of which this gun could be depending on how the suppressor fits) that doesn't really help. However as the gun has the slim handguard rather than the thicker double heat shield M4 handguard, my best guess would be a Mk. 18. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:03, 11 November 2012 (EST)&lt;br /&gt;
::What I think he meant was this is the 3rd Gen stock, the four-position plastic, not the newer six-position.--[[User:Sangheili1155|Sangheili1155]] ([[User talk:Sangheili1155|talk]]) 02:43, 12 November 2012 (EST)&lt;br /&gt;
I've seen scans that show one of the other characters holding that weapon without a suppressor on it. I'd definitely go with Mk.18 --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 01:12, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm sure that this is why this image is in this section, but I cant believe these animated pictures as validation for the weapons in the game. GTA IV had MANY weapons in the loading screens that for what ever reason never made it to the final product.--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 20:05, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Check the [[Grand Theft Auto IV]] page and you'll notice we include loading screen weapons on it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:16, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::If a weapon is in the game and can be identified, then it should be identified. This includes artwork, loading screens, stock footage, in-game posters, whatever; if it's a clear and identifiable shot it's included. Weapons only seen in previews can also be included as long as the image is from a legitimate source and not leaked. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:52, 20 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Cover for the latest Game Informer magazine. You can see the suppressor is missing but the muzzle and the barrel is missing [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:03, 28 November 2012 (EST)&lt;br /&gt;
[[Image:GTA5_AR2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Selection hope==&lt;br /&gt;
&lt;br /&gt;
So I don't know about most of you, but one of the worst aspects to these games is the frank lack of weapons for which you to use. I am not saying that the game doesn't need 100 different firearms, but there is no need to use the low level weapons once the higher tier weapons are unlocked (compare the Glock and Desert Eagle in GTA IV, how often do you use the Glock after unlocking). If nothing else I hope that this game has at least 3-4 variations in firearm. There are tons of vehicles to choose from, but you dont spend most of your time offing people with cars. Having to use the same repetitive weapon again and again bores me. What are your thoughts?--[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 20:09, 11 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Four or five options of each type sound good to me. I'm hoping we get a silenced pistol again this time. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:21, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:@Spartan198, exactly! The way I have seen it (for example), in the pistol category there should be a standard (Glock), Hi standard (1911), Burst (Beretta 93R), Special (Silenced [if no ability to customize]), and Magnum (Desert Eagle/Equivilant). Now this is a very basic look, but I think you can catch my drift. Same thing for shotguns where there should be a Double Barrell (For range and/or sawed off), Pump (Mossberg), Semi Auto (Benelli M4), and Automatic (USAS-12/AA-12). You can make any adjustments for which weapons are in which category does not matter. But the differences. --[[User:Valant|A single bullet can change history]] ([[User talk:Valant|talk]]) 12:45, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Seeing the silenced 56-2s in the reveal; its likely.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 01:25, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping to see an [[Ithaca 37]] in this like in San Andreas, being that this is taking place in the same fictional Los Angeles. --[[User:QueenSasha24|QueenSasha24]] ([[User talk:QueenSasha24|talk]]) 04:01, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping for a SIG P226 myself this time around, but with the 92FS, that's looking unlikely. I like Valiant's system of classification, though. Using that system, I'd like to see assault rifles classified like this: an AKMS without a stock (low accuracy, short range), the Type 56 (medium accuracy, short range), the AR-15 variant (high accuracy, medium range), TAR-21 (high accuracy, long range). A grenade launcher attachment (if the weapons are customizable) would be nice, too. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:38, 19 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trailer 2==&lt;br /&gt;
http://www.youtube.com/watch?v=Vzue74y7A84&lt;br /&gt;
&lt;br /&gt;
The only new weapon I see looks to be an M4 type at 1:15. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:05, 14 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Aaaargh! Why won't videos stream for me? It's been like this for the past 3 days! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:34, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trailer #2 Screenshots ==&lt;br /&gt;
&lt;br /&gt;
[[File:Gta5-1.JPG|200px|thumb|none|AR15 platform rifle]] &lt;br /&gt;
[[File:Gta5-2.JPG|200px|thumb|none|The handguard is longer than M4-style one]] &lt;br /&gt;
[[File:Gta5-3.JPG|200px|thumb|none|AR15 style rifle, looks a bit like a HK416 to me, also the guy on the right has the same, or very similar gun]]&lt;br /&gt;
&lt;br /&gt;
The rifle on the 3rd screencap looks like a HK416 variant (handguard with these thin vents). Also the rifle in 1st and 2nd screenshot seems to be different than the one in the 3rd. It has a black magazine, in games a gun rarely can have a mag swapped out. :D --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 10:06, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
PS sorry for the black bars guys :\ --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 10:08, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm guessing it is the same rifle in all 3 caps. Also, in the first screencap you can see the distinctive forward assist/brass deflector that is used on VLTOR VIS and MUR upper receivers ([[Media:NovesDiplomat.jpg|here]] is a picture of a Noveske Diplomat with a VIS upper showing the forward assist). Although these uppers are used on Noveske rifles, I don't think this is one as the handguard is wrong. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:22, 15 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
It looks like more an AAC Honey Badger (look at the stock and the bolt) than an HK416 or AR-15-like rifle for the 3rd picture. --[[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]])&lt;br /&gt;
:Several reasons why I don't think it is a Honey Badger: firstly, the stock on the Honey Badger extend on rails on the side of the receiver like an MP5, as opposed to this where it extends along the buffer tube in typical Colt Carbine fashion; secondly it appears that it has a VLTOR VIS/MUR upper receiver based on the design of the combined forward assist and brass deflector which the Honey Badger doesn't; lastly, even if you disagree that it is a VLTOR upper it definitely has a forward assist, which the Honey Badger does not just having a normal brass deflector. In what way do you think the bolt makes it a Honey Badger they are pretty much the same on a typical AR-15 and a Honey Badger aren't they? (with the exception of the FA serrations, but from these screenshots you cannot tell whether they are there or not.)  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 29 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Very usefull thing i found ==&lt;br /&gt;
&lt;br /&gt;
Hey guys i think this thread has everything about Weapons for GTA V, GTA Fans are really great at spotting things http://www.gtaforums.com/index.php?showtopic=532181&amp;amp;st=0&lt;br /&gt;
--[[User:Faizanali|Faizanali]] ([[User talk:Faizanali|talk]]) 03:38, 20 November 2012 (EST)&lt;br /&gt;
: As a member of GTA Forums, I can reliably say that anything you see there should be taken with the biggest dose of salt in history. Like, something from Big Bone Lick State Park. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 04:06, 20 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== 1911 and Glock ==&lt;br /&gt;
A new artwork was revealed, and it has a 1911 and a glock variant. We should put on the main page?--[[User:Flavio|Flavio]] ([[User talk:Flavio|talk]]) 15:16, 4 January 2013 (EST)&lt;br /&gt;
[[Image:GTA5_PISTOLS.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== New trailers ==&lt;br /&gt;
&lt;br /&gt;
There's new guns found in the trailer of GTA V. [[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]]) 18:06, 30 April 2013 (EST)&lt;br /&gt;
[[Image:ar-15 variant.jpg|thumb|none|600px|This is an AR-15 variant, the same as seen in the trailer 2.]]&lt;br /&gt;
[[Image:ar-15 variant 2.jpg|thumb|none|600px|Closer view of the variant.]]&lt;br /&gt;
[[Image:assault rifle gta v trailer.jpg|thumb|none|600px|A new assault rifle, I can't identify it.]]&lt;br /&gt;
[[Image:pistol gta v trailer.jpg|thumb|none|600px|A pistol. I can't identify it.]]&lt;br /&gt;
[[Image:pistol gta v trailer 2.jpg|thumb|none|600px|A pistol. It seems this is a Beretta 92FS.]]&lt;br /&gt;
[[Image:type 56 gangster.jpg|thumb|none|600px|The Type 56-2 in the hands of a gangster.]]&lt;br /&gt;
[[Image:type 56 trevor.jpg|thumb|none|600px|Trevor shoots his type 56-2.]]&lt;br /&gt;
[[Image:mossberg 590 cruiser gta v new stock.jpg|thumb|none|600px|A new stock on Franklin's Mossberg 590 Cruiser.]]&lt;br /&gt;
&lt;br /&gt;
I got some better images of the weapons that I'll be adding to the article. Here's a better shot of the unknown rifle; it looks kinda like a SCAR-H, but there's bits that aren't right. &lt;br /&gt;
&lt;br /&gt;
Looks more like a weird FAL--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 15:42, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 12:41, 30 April 2013 (EDT)&lt;br /&gt;
[[Image:Gtavgun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Also, here's a shot of the pistol used by Michael in the rappelling scene. I can't identify it, but it almost looks to have an orange tip like an airsoft gun and no hammer. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 12:58, 30 April 2013 (EDT)&lt;br /&gt;
[[Image:Gtavgun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[http://gyazo.com/ca7fae1d3d648ca8a2623bb5adb2bbbf.png?1367374112]] Not sure if it's a Hi-Power or 1911, on Michael's TV. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:11, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I'm also thinking some kind of short-barreled FAL for the new AR, judging by the magazine and shape of the mag well. It and the Tavor are certainly new and different choices considering GTA's past being dominated by the combo of an AK and M16 variants, which is a good thing. That's four assault rifles altogether now so far (five if the CQBR on concept art shown above is included in the game), so let's hope the other weapon categories have as diverse a selection. And considering how big the weapon selection in [[Red Dead Redemption|RDR]] was, I'm feeling pretty confident about it. Maybe my wish for a P226 could still come to pass after all? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:10, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Here's a higher resolution cropped image of the mystery rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5 Mystery Gun.jpg]]&lt;br /&gt;
&lt;br /&gt;
It has the heat shield, gas block, and front sight of an M249, the magazine looks more like a belt bag, and the stock looks derived from the fixed stock of the Masada/ACR. The optic is an out-of-scale Elcan SpecterDR and it has a Magpul AFG2 foregrip. The receiver area lacks details, but I'm going to hazard a guess that it's some kind of M249-based machine gun. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:15, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now that you said that I start to see it, but my first bet was FAL, in the end it could just be a butchered MG, the stock doesn't somehow look m249ish to me and the heat shield seems tiny.--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 11:13, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:After re-watching the trailer, I'm pretty sure it's supposed to be a [http://media.gtanet.com/gallery/gta-5-screenshots/RSG_GTAV_Screenshot_202.jpg light machine gun]. The ammo pouch gets a bit more obvious in motion and it's certainly an ammo pouch, not a 20 round 7.62 magazine. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 04:05, 2 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I bet it turns out to be something ''really'' stoopid like an LSAT with a modified handguard. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:34, 7 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That horrified me for a moment, but I'll sleep soundly tonight knowing that LSAT is tucked a bit further away then the pool of common firearms that appear in GTA. It will be some monstrosity of the natural order regardless. -[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 14:57, 7 May 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
Seems to be a new pistol, but I can't ID it.[http://www.thegtaplace.com/images/gtav/screenshots/RSG_GTAV_Screenshot_204.jpg]] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:52, 2 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could be a beretta. Weird pouch like a 50 rounder or something, but yeah now its definitely an butchered mg. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 06:35, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Underside of the trigger guard is straight, all Beretta models are rounded downward. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:25, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
DRD Tactical Paratus? [[User:Thomas|Thomas]] ([[User talk:Thomas|talk]]) 10:33, 3 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
You mean the one to the left (its more likely an M4 would make sense for a game not centered around gun pron to have a generic well known firearm rather than some obscure one) if you mean the MG probably even more unlikely to me for now its seems like a franke-gun or at least a horribly scaled one. On a side note look at the one in the case the sight seems to be open http://media.edge-online.com/wp-content/uploads/edgeonline/2013/05/GTA-V-Heists.jpg and definetely a glock held by the guy in the picture little way above http://assets.vr-zone.net/19885/GTA_V_MFT.png -[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 17:00, 3 May 2013 (EDT)&lt;br /&gt;
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:Spartan, gun models in video games can differ from their real life counterparts. It looks like a Beretta to me. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 18:47, 3 May 2013 (EDT)&lt;br /&gt;
::Which gun are you talking about, the one pictured immediately above named &amp;quot;File:GTA5 Mystery Gun.jpg&amp;quot;? If so you need to look at [http://media.gtanet.com/gallery/gta-5-screenshots/RSG_GTAV_Screenshot_202.jpg this] image again, as it clearly shows that what looks like a mag from the side is actually a belt bag. Also you have the fact that the front sight and gas block are a match for a Minimi, and what can be seen of the receier in this grainy image is also pretty close. The only obvious differences are the furniture with the stock and handguard being different, and that the scaling is off.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:13, 3 May 2013 (EDT)&lt;br /&gt;
:::Commando, I was actually talking about this pistol: [http://www.thegtaplace.com/images/gtav/screenshots/RSG_GTAV_Screenshot_204.jpg]] --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 20:28, 3 May 2013 (EDT)&lt;br /&gt;
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Thats what I already said, since the game obviously has one in it, it's probably a beretta. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 05:59, 4 May 2013 (EDT)&lt;br /&gt;
:I know, I was agreeing with you because Spartan said that it couldn't be a Beretta with the squared trigger guard. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 09:57, 4 May 2013 (EDT)&lt;br /&gt;
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Sorry came of a bit rude , I meant to accentuate the fact that beretta is probably what everyone will think it is in the first place since it is confirmed to be in the game and beretta's have that distinct look of the slide,besides there's no reason to believe its some other gun since GTA's have tried to bring multiple weapons (AK's,AR's), instead of doing the COD thing and putting in several AR based ones, since they usually have a limited pool (like 3 in a category I believe) --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 13:09, 4 May 2013 (EDT)&lt;br /&gt;
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*I was almost going to say it looked like a [[SIG SG 552|SIG552]], but the straight-edge magazine (rather than curved) says otherwise. [[User:Laqueesha|Laqueesha]] ([[User talk:Laqueesha|talk]]) 02:32, 17 May 2013 (EDT)&lt;br /&gt;
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http://media1.gameinformer.com/imagefeed/screenshots/GrandTheftAutoV/1280%20(1).jpg Looks like a 1911 or Hi-Power in Michael's hand. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:42, 13 June 2013 (EDT)&lt;br /&gt;
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I can almost guaranty that the handgun above is another Beretta. If you look closely you can see the exposed barrel from the cutaway slide and you can barely make out the step in at the end of the barrel which a characteristic shared among all 92-series handguns.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 16:02, 15 June 2013 (EDT)&lt;br /&gt;
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== New pictures ==&lt;br /&gt;
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New pictures of guns in GTA V. [[User:bonshomme|bonshomme]] ([[User talk:bonshomme|talk]]&lt;br /&gt;
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[[Image:ar-15 variant gta v 2.jpg|thumb|none|600px|A very close view of the AR-15 variant.]]&lt;br /&gt;
[[Image:GTAV_RPG.jpg|thumb|none|600px|A RPG-7 based of the Airtronic RPG-7.]]&lt;br /&gt;
[[Image:gta v m134 without green camo.jpg|thumb|none|600px|The handheld GE M134 without it's green finition.]]&lt;br /&gt;
[[Image:strange thing.jpg|thumb|none|600px|Look at the strange object the red guy is holding....]]&lt;br /&gt;
[[Image:gta v lmg (maybe M249).jpg|thumb|none|600px|Another view of the AR-15 variant, this time with a new LMG.]]&lt;br /&gt;
[[Image:franklin's beretta 92fs.jpg|thumb|none|600px|Franklin's Beretta.]]&lt;br /&gt;
does anyone notice that Franklins Beretta has a Glock trigger guard? --[[User:Policerlhpd|Policerlhpd]] ([[User talk:Policerlhpd|talk]]) 03:57, 8 June 2013 (EDT)&lt;br /&gt;
[[Image:mossberg 590 cruiser gta v night.jpg|thumb|none|600px|Franklin at night with his Mossberg 590 Cruiser. I guess this is his favorite weapon.]]&lt;br /&gt;
[[Image:gta v ar-15 variant.jpg|thumb|none|600px|Again, the AR-15 variant. Last time I put it here.]]&lt;br /&gt;
[[Image:gta v mossberg.jpg|thumb|none|600px|Again, the Mossberg.]]&lt;br /&gt;
:[[Image:strange thing.jpg|thumb|none|600px|Look at the strange object the red guy is holding....]]&lt;br /&gt;
:That's a camera. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:40, 4 May 2013 (EDT)&lt;br /&gt;
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Yup camera 99% (since there is the same one in the SUV), seems that this game will sport gun customization at least color, the green Tavor,the green mini, and now the green shotty. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 09:26, 4 May 2013 (EDT)&lt;br /&gt;
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I see a lot of influence from [[Heat]]. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 03:20, 8 May 2013 (EDT)&lt;br /&gt;
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Yeah probably, but that is the trend in general with GTA's they put in references to movies and pop culture all the time. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 05:04, 8 May 2013 (EDT)&lt;br /&gt;
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O yea, I know. This isn't my first GTA game by far. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 06:53, 9 May 2013 (EDT)&lt;br /&gt;
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It's even right in the game, this time. According to an in-depth preview I watched on YouTube, Michael takes his ideas for heists directly from the game universe's versions of such movies. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:30, 8 May 2013 (EDT)&lt;br /&gt;
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So is rockstar going to release the preview cause, all I have found right now is people talking for an hour about it .--[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 04:50, 11 May 2013 (EDT)&lt;br /&gt;
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:They haven't released any public gameplay demos, no. At least none that I've seen yet. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:20, 11 May 2013 (EDT)&lt;br /&gt;
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:As soon as they do, the media's going to be all over it. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 17:22, 11 May 2013 (EDT)&lt;br /&gt;
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Here's a clearer picture of the pistol Franklin is holding in a previous screenshot.&lt;br /&gt;
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[[File:Gtav pistol franklin.jpg|thumb|none|600px]]&lt;br /&gt;
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Looks like some kind of cross between a Beretta and a Desert Eagle. It might be the &amp;quot;pistol .50&amp;quot; being offered as preorder DLC. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:25, 13 June 2013 (EDT)&lt;br /&gt;
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Seems like a different gun from the one in the above, I mean this probably is just a horrible DE, maybe work in progress, although GTA was never on top in weapons department. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 06:33, 14 June 2013 (EDT&lt;br /&gt;
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http://www.gtav.net/screenshots/ - collection of official screenshots, might contain some weapons not already talked about. [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
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== Gameplay Video ==&lt;br /&gt;
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http://blog.us.playstation.com/2013/07/09/first-grand-theft-auto-v-gameplay-video/&lt;br /&gt;
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Go ahead and spot 'em. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:58, 9 July 2013 (EDT)&lt;br /&gt;
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Dammit, Rockstar, take my money already! At 3:15, I can see an AW-type sniper rifle, a multi-shot grenade launcher (it looks similar to the hybrid grenade launcher in [[Resident Evil (2002 VG)|Resident Evil Remake]]), and a roll of dynamite in the weapon wheel. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:12, 9 July 2013 (EDT)&lt;br /&gt;
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http://gyazo.com/946b75dda4df617e58df36a566d7812a.png Got a screencap of Franklin with a tan M82A1M.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:01, 11 July 2013 (EDT)&lt;br /&gt;
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== Article on GTA V Gunplay ==&lt;br /&gt;
Found this article about the evolution of GTA V's gunplay on GTA Place. [http://www.gameinformer.com/games/grand_theft_auto_v/b/xbox360/archive/2013/07/09/grand-theft-auto-v-gun-combat.aspx] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:39, 9 July 2013 (EDT)&lt;br /&gt;
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== New picture. ==&lt;br /&gt;
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[[File:GTA5UNKNOWNPIST2.jpg|thumb|none|600px]]&lt;br /&gt;
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[[User:Bonshomme|Bonshomme]] 14:00, 10 July 2013 (CDT)&lt;br /&gt;
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Is that seriously a rail on the side of the slide? [[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 05:27, 11 July 2013 (EDT)&lt;br /&gt;
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::Okay, I'm definitely not getting this game! Rockstar has always failed with the guns department (except in Max Payne 3), and that thing looks absolutely hideous. I'm done with the GTA series... Maybe when someone makes a skin mod for the guns, I'll get a copy... -.- --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:50, 11 July 2013 (EDT)&lt;br /&gt;
::: Good. That leaves a copy for me. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:01, 11 July 2013 (EDT)&lt;br /&gt;
::::As if there will not be enough copies to go around, eh? --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:56, 11 July 2013 (EDT)&lt;br /&gt;
:::While you are certainly entitled to your opinion and I always consider gun accuracy a +1 for me, incorrect weapon details isn't really much of a reason to not buy a game IMO (hell, I still got my copy of BO1). Again you are entitled to your opinion.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 11:06, 11 July 2013 (EDT)&lt;br /&gt;
:::: While I'm glad you won't be playing the game so as to avoid running into some joyless bother online, it seems to me more likely that the gun is a supposed to be some manner of TDI Kard, than whatever 1911/glock designed solely to offend your sensibilities you think it is. --[[User:Toadvine|Toadvine]] ([[User talk:Toadvine|talk]]) 17:18, 11 July 2013 (EDT)&lt;br /&gt;
:::::You have been playing too much Black Ops 2 if you think there is anything about that remotely resembling a Kard. It obviously has a conventional pistol layout with a slide, and the frame and general outline suggests a 1911. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:25, 11 July 2013 (EDT)&lt;br /&gt;
::::Well, you know what they say: opinions are like assholes, everybody's got one. I'm just sayin' you can't deny the fact that that... ''THING'' looks like a fugly frankengun, that should never see the light of day. I'm still hopin Rockstar has upped their gunplay from previous GTA titles, and made the gunplay (and the guns themselves) in this one a bit more realistic. You know, since they seem to be makin' this game another ground-breakin' masterpiece... Plus, I don't play with naive fanboys... --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 18:42, 11 July 2013 (EDT)&lt;br /&gt;
:::::If you would take the time to look at the trailer and use your words rather than skip to some nonsense about Black Ops 2, a game I haven't played not that it even matters, you might notice that Franklin uses the same pistol later in the trailer, his is fitted with an extended magazine and is seemingly firing on full auto, so, my suggestion that it's TDI Kard, I thought, might make a bit more sense than just losing your mind and writing off a whole title based on the appearance of a single handgun in the game. I can see how that might read as naivete though, I've had the wool pulled over my eyes and have been tricked into accepting a game in spite of the massive flaws it's exhibited in the design of one of it's firearms in a few seconds of footage and a screenshot or two, right?--[[User:Toadvine|Toadvine]] ([[User talk:Toadvine|talk]]) 12:27, 12 July 2013 (EDT)&lt;br /&gt;
::::::Yes. Btw, are you directing that comment to me or Commando552? --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 16:45, 12 July 2013 (EDT)&lt;br /&gt;
:::::::At least some of it was directed at me so will address that part first. If your only evidance for it being a Kard is that it fires on full auto, then you should know that there are many other production pistols that are capable of full auto fire, not to mention the fact that it is possible to convert pistols to full automatic. Regardless of this, it is a game where they can give a gun whatever characteristics they choose so whether or not it is depicted as firing in full auto means nothing in real terms. Secondly, I have to say again it looks absolutely nothing like a Kard. If you can't see this then there is nothing that I can say to change your mind, but when I look at it I see absolutely nothing about the gun that suggests they based anything off of the Kard. If you put a gun to my head and made me take a guess at what it is meant to be I would probably say I highly customised (or very poorly modeled) full auto Glock, or maybe something like an Arsenal Strike One (which is available in FA/burst versions) but the shape is not really anything like one, it is just reminiscent of one if the &amp;quot;rail&amp;quot; on the front of the slide was actually the front slide serrations. In general can everyone chill out a bit about this game, we could do without the GTA talk pages degrading into a bitch fest like the COD ones historically have. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:51, 12 July 2013 (EDT)&lt;br /&gt;
::::::::I have to agree with Commando on the fact that it looks nothing like a Kard. Maybe a fuse of a badly-rendered Glock and a I9II... I also have to agree with Commando on the latter; regardless of my opinion on the possible depiction of guns/gunlay, there's no doubt that GTA V is going to be a great game (knowing Rockstar). Altough I still stand by my comment about not acquiring the game in the future, I realize that I shouldn't have been so outspoken about it, especially here, on the IMFDB. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 22:25, 12 July 2013 (EDT)&lt;br /&gt;
Well, look at MoH:WF, a game with accurate gun play but pretty mediocre everywhere else. Your opinion is yours, but what about Read Dead Redemption?[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:38, 11 July 2013 (EDT)&lt;br /&gt;
:Well don't get me wrong. I care about other elements besides gunplay such as gameplay and story. And as for RDR it was pretty accurate aside from a few minor mistakes.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 12:05, 11 July 2013 (EDT)&lt;br /&gt;
::I agree with you, RDR was, and still is, pretty awesome. I still play it with my friends sometimes. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 18:42, 11 July 2013 (EDT)&lt;br /&gt;
Speaking of rails on the slide, it's been confirmed that we get weapon AND car customization to a pretty nice degree. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:19, 11 July 2013 (EDT)&lt;br /&gt;
::Don't get me wrong, I always enjoy the stories and the messages Rockstar provides in their games. But I've never been a fan of the GTA-gunplay. I'll be going for Saints Row IV this fall, instead of this. At least they don't even TRY to make the game realistic, so the gunplay is WAAAAY over the top. But that just makes it fun. PS. I enjoyed MOH:W... well, to a certain degree.--[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:56, 11 July 2013 (EDT)&lt;br /&gt;
::: Well, the gunplay that we've seen in the trailer (and confirmed in interviews) actually comes much more from Max Payne 3. You can run and gun without needing to aim and slow your movement, as well as switch between hard lock, soft lock, and full free aim in the options to suit your play style. You've still got the cover shooting and blindfiring, but you can actually be mobile in gunfights. There's also new options like being able to get in and out of a car while staying low to take cover behind it, as well as entering and exiting a car already shooting. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:33, 16 July 2013 (EDT)&lt;br /&gt;
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Has anyone considered that the pistol above could be a placeholder for something more real.--[[User:1911isthebestgunever|One shot is all it takes.]] ([[User talk:1911isthebestgunever|talk]]) 15:40, 11 July 2013 (EDT)&lt;br /&gt;
:Its a possibility but given how we're two months away from release its unlikely.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 16:18, 11 July 2013 (EDT)&lt;br /&gt;
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I don't think it is a placeholder, but I think there is a possibility that it is a bug where the wrong texture is on the model or it is using the low detail distance model or something, as there are several inconsistencies that make not sense. Firstly you have the fact that there is what appears to be a rail (which is scaled way too small) on the side of the slide. Then you have those weird horizontal black lines at the front of the slide and frame. Assuming that the black square at the back is meant to be the slide serrations, they span across both the slide and the top of the frame, which I have never seen on a real pistol. There are generally also lines all over the place on both the slide and frame which have no business being there on either a real gun, or a gun that is suggested by the silhouette of this. To top it off it also looks like it is ejecting rifle sized brass, but this is really the least of its problems. To me this gun looks ''so'' bad that it must be an error or something. It isn't just low detailed or simplified, or with random parts switched out for aesthetics, it actually appears deliberately FUBAR'd for no apparent reason.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:17, 11 July 2013 (EDT)&lt;br /&gt;
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I'm inclined to agree with Commando. All the guns on the page are designed relatively accurately except this one, which makes me think it's a texture bug. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:22, 11 July 2013 (EDT)&lt;br /&gt;
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The Pistol is This ? Houge 1911 Avenger System - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 22:48, 6 August 2013 (JST)&lt;br /&gt;
[[File:1911 Avenger System.jpg|thumb|none|400px|Hogue 1911 Avenger System]]&lt;br /&gt;
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== AR 15 reloading ==&lt;br /&gt;
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Did anyone notice in the new gameplay video that when Franklin pulls the charging handle of his AR15, a empty shell falls ? &lt;br /&gt;
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Does that means that his gun jammed, or Rockstar Games made a shell fall each time the charging handle is pulled ? [[User:Zebracherub|Zebracherub]] ([[User talk:Zebracherub|talk]]) 10 July 2013 (GMT)&lt;br /&gt;
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:Probably the latter. And sign your posts by typing four tildes after them. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:32, 11 July 2013 (EDT)&lt;br /&gt;
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: It seems like they're doing the same thing as Metal Gear Solid 4, where Snake always racks the charging handle (ejecting an unfired round if it's a mid-mag reload) to chamber a fresh round after inserting the new magazine. This lets them stay realistically detailed while avoiding the +1 confusing that more casual players would have; keep it simple. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 16:23, 20 July 2013 (EDT)&lt;br /&gt;
::It really is kinda stupid and kinda lazy for animating a reload. Instead of programing someone doing nothing when you do a mid mag reload, they just left the reload animation program run, and I think the extra round coming out is really for the Hollywood effect. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:02, 21 July 2013 (EDT)&lt;br /&gt;
:: It's easier and less resource intensive to add a simple model of a cartridge flying out and use the same animation every time. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 18:01, 31 July 2013 (EDT) &lt;br /&gt;
Didn't he pull the charging handle a bit too far? [[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 16:20, 17 July 2013 (EDT)&lt;br /&gt;
::Looks pretty normal to me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:06, 17 July 2013 (EDT)&lt;br /&gt;
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Wouldn't also be more confortable to just hit the bolt release ? If doing a mid mag reload, nothing to do because a round is chambered, but it seems more natural to me to just hit the bolt release than racking the charging handle. [[User:Zebracherub|Zbracherub]] ([[User talk:Zebracherub|talk]]) 06:05, 28 July 2013 (GMT)&lt;br /&gt;
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:It would, but this is GTA, where any random joe can hop in and know how to pilot a fighter plane or kill hundreds of people at a time without Homeland Security (or NOOSE, as they're called in-game) locking the city down like Guantanamo Bay NS, so it's not that big a deal IMO. Besides, I'd say this is just Rockstar showing off and proving they're still the pimps of the gaming industry. Aaargh! Why won't September 17th get here sooner?! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:08, 29 July 2013 (EDT)&lt;br /&gt;
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Theres lots of screen shots on the official site, some with weapons (an MP5 being fired by a SWAT member from an SUV). As for the flying part I thought they confirmed only Trevor is good at flying, it is possible there are missions the others learn to do that, SA had them, and we don't really know Niko didn't have any background in flying, Vercetti had little background at all and he was pretty old. As for the killing part most games have that I mean look at shooters even if we ignore the regeneration its quite improbable that one men can take out 20 in open shootout. --[[User:Iceman|Iceman]] ([[User talk:Iceman|talk]]) 12:32, 29 July 2013 (EDT)&lt;br /&gt;
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:Nope, all three characters can operate any vehicle in the game, each one is just going to be better in one area than the others. This was confirmed by Rockstar in a Q&amp;amp;A posted on TGTAP forums. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:46, 29 July 2013 (EDT)&lt;br /&gt;
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== CTAR-21 ==&lt;br /&gt;
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I only noticed after editing the G11 to a CTAR-21, but does nayone know if this is meant to be the same gun just in different builds?&lt;br /&gt;
[[File:GTAVPossibleAUG.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:GTAV TAR-21.jpg|thumb|500px|none|]]&lt;br /&gt;
From the fact that it is someone using the gun firing from a helicopter, at another helicopter, I would assume that this is the same piece of gameplay just with altered models. The confusing thing though is that the picture with the better correctly looking CTAR-21 is from November last year, as opposed to the crappy modded for no reason Tavor which is from a recent gameplay trailer. This would suggest that either the recent gameplay trailers used a '''very''' out of date build, or they deliberately messed with the weapons to make them less correct at some point during development, I would guess for legal reasons.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:05, 6 August 2013 (EDT)&lt;br /&gt;
: It's fully possible that they altered the models to make them look different purely because they liked it better that way. They're making entertainment that looks good, not real-life gun porn. Aesthetic considerations are important. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:43, 15 August 2013 (EDT)&lt;br /&gt;
This is from the multiplayer trailer. It's definitely not in the TAR-21 family.&lt;br /&gt;
[[File:Gta5 online 32.jpg|thumb|500px|none|]]&lt;br /&gt;
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A new screenshot was released showing a closer shot of the Tavor and it seems to have a P90-style fore-end.&lt;br /&gt;
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[[File:GTA5-Tavor-Helicopter.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:06, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Pictures ==&lt;br /&gt;
&lt;br /&gt;
Two new photos have been released of a sniper rifle and that AP Pistol. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:49, 15 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:gtav10.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Image:gtav11.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Also, I need to work at getting some caps from the new multiplayer trailer. But the apparent CTAR-21 (known in-game as the Advanced Rifle) actually doesn't really look like said gun in the final game except in the barest sense.&lt;br /&gt;
&lt;br /&gt;
== New SMG ==&lt;br /&gt;
&lt;br /&gt;
Thanks to iNero from GTA Forums for the picture. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 16:40, 22 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:gtasmg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
:Looks like an oversized MP5A3.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 18:16, 22 August 2013 (EDT)&lt;br /&gt;
:: Highly doubt that. The only part of the shape that really matches an MP5A3 is the stock, and it has a short, straight magazine. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 15:03, 23 August 2013 (EDT)&lt;br /&gt;
:::Well as for the short mag, Rockstar said that weapon customization is going to be featured. So maybe the 10 round (civilian legal?) magazines is going to be an option. Also straight MP5 mags do exist. [[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 16:47, 23 August 2013 (EDT)&lt;br /&gt;
:::Straight MP5 magazines are older ones, and that doesn't match the pattern. The magwell is also too large for the magazine and it's sticking out at an awkward angle. And again, there's absolutely nothing that actually resembles an MP5 except for maybe the stock. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 17:25, 23 August 2013 (EDT)&lt;br /&gt;
:::Looking at the SMGs currently documented on the site, I think it now looks similar to a [[FAMAE SAF]]&lt;br /&gt;
[[Image:SAF.jpg|thumb|none|400px|FAMAE SAF - 9x19mm]]&lt;br /&gt;
[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 17:33, 23 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Who labeled it a CZ Scorpion EVO 3? Looks a little like in the lower receiver/trigger guard area, but the rest is more MP5/SAF.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:23, 25 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It looks like an MP5 with a sort of super-short G3 handguard. There's a closeup of it on one of the loading screens. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:00, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M82? ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does the rifle in the first picture of the &amp;quot;Unknown Sniper Rifle&amp;quot; section (the one Franklin is holding on the roof) look a lot like an M82 variant? it has the muzzle brake and what we see of the body has the general shape. I don't have the pic now, but a recently released photo shows the sniper rifle on the weapon wheel photo and it's NOT the same gun. It actually looks closer to an Accuracy International rifle. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 03:39, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's a Barrett all right, check this screencap.&lt;br /&gt;
http://gyazo.com/946b75dda4df617e58df36a566d7812a.png&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:38, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GTA Online Rifle ==&lt;br /&gt;
Found this over on Grand Theft Wiki.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAOnlineRifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
They have it identified as a SCAR-L, but it's hard to make out. General shape is right for a SCAR, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:58, 2 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MK18 artwork ==&lt;br /&gt;
I separated it from the LR300 section since they clearly aren't the same weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 14:55, 3 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Smith and Wesson M&amp;amp;P or Springfield XD? Can't identify.==&lt;br /&gt;
A person on another forum posted this pic of Michael holding a nickle plated handgun but the view is only from the top. I don't think it's a Glock because of the way the ejection port looks but I might be wrong. I can't see an exposed hammer. Any help?&lt;br /&gt;
&lt;br /&gt;
http://media.gtanet.com/gallery/gta-5-screenshots/fullsize/344.jpg&lt;br /&gt;
&lt;br /&gt;
It could be a colored &amp;quot;AP Pistol&amp;quot;. Paint jobs are among the weapon customization options. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:39, 10 September 2013 (EDT)&lt;br /&gt;
: I don't think so. The side rails on the slide are so thick that they would be visible in this image. On GTA Forums there are suggestions that it's a S&amp;amp;W semi-auto. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 07:59, 10 September 2013 (EDT)&lt;br /&gt;
::The side rails on the AP pistol are just on the texture and not on the model aren't they? With a new skin the AP pistol could look totally different. Either way there isn't enough to go on from that shot to determine what it is.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:17, 10 September 2013 (EDT)&lt;br /&gt;
:: It's difficult to tell. One other thing that makes me less convinced that it's the AP Pistol is that this gun has noticeable sights (The AP Pistol distinctly lacks them in all screenshots), and it seems to have a shorter barrel. It's almost definitely a separate gun, unless the customization options are more in-depth than we thought. Another suggestion might be a Taurus 24/7 or similar, as that gun is striker-fired, definitely comes in that finish, and has a similar sight profile from the top. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 22:03, 10 September 2013 (EDT)&lt;br /&gt;
 &lt;br /&gt;
Side thought - is the AR that Franklin is holding missing the end of the buttstock or is that texture clipping? --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 15:10, 10 September 2013 (EDT)&lt;br /&gt;
: Pretty sure that's just clipping. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 22:03, 10 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Game Guide leak ==&lt;br /&gt;
&lt;br /&gt;
Pics of the official game guide are turning up online.&lt;br /&gt;
http://imgur.com/a/ov4Rc#ZQjg5L3&lt;br /&gt;
http://imgur.com/a/vnbVM&lt;br /&gt;
&lt;br /&gt;
No pics of the SMG or LMG sections yet. If you search for GTA V ammunation on youtube you'll find offscreen footage of a guy walking around the gun shop. You can see some sort of RPK clone on the wall.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 11:53, 12 September 2013 (EDT)&lt;br /&gt;
: No RPK, but the early game machine gun (the &amp;quot;MG&amp;quot;) is pretty much just a PKM. Virtually all of the weapons in the game are already on the page. There's also an Assault Shotgun (which some say looks like a UTS 15 with a box magazine to resemble an AA-12), a sawed-off pump-action that may also be based on a Mossberg 500/590, the Combat Pistol (silver pistol held by Michael in the recently released trio pic, which reminds me of a Taurus PT 24/7 or Ruger P-series like the P97 with a stainless slide), and a Taser. The &amp;quot;unknown pistol&amp;quot; in the article is the PT92, which is apparently chambered in .45 ACP with a standard 12 round magazine. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 00:05, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New SMG ==&lt;br /&gt;
This is an exclusive unlock for joining the Rockstar social club.&lt;br /&gt;
&lt;br /&gt;
[[File:SC SMG.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Not sure what it is myself. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:31, 13 September 2013 (EDT)&lt;br /&gt;
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As far as I can see, it's 100% fictional. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 05:06, 14 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, seems so. And ugly as hell. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 15:08, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I see a birdcage flash hider, and the rest looks like the Halo 2/3 Battle Rifle. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 00:11, 17 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Now that you mentioned that, I looked up what Halo battle rifle looks like, and I think this submachine gun might have also borrowed some design decisions from Halo's submachine gun. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 02:09, 17 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It also has a resemblance to the RCP-120 from Perfect Dark. [[User:RadiumMetal|RadiumMetal]] ([[User talk:RadiumMetal|talk]]) 17:21, 22 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Barrett M-107 A1? ==&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5SNIPER1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
The muzzle brake and the right side of the gun, and also the color is very similar to the M-107 A1 than the AS50, is it real?&lt;br /&gt;
&lt;br /&gt;
Check out the Gyazo link in my posts above. If you pause at the right moment, the rifle is a Barrett with a raised full length rail.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:36, 16 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Pistol ==&lt;br /&gt;
&lt;br /&gt;
After unlocking the Combat Pistol in the game and using it quite a bit I'm thinking that it resembles some sort of HK pistol. Initially I thought it was like a USP Compact but I've thought it might be more like a HK45 or HK45c. I'm not sure though as at first I thought it was a Px4. Anyone else have any ideas what it could be? --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 10:39, 20 September 2013 (EDT)&lt;br /&gt;
:The [http://gta.wikia.com/Weapons_in_GTA_V GTA Wiki] lists the combat pistol as the Taurus (well, they say Beretta but we know what they mean), or is that not the case in the final game? Also, that page has a picture of the assault shotgun, which appears to be an [[UTAS UTS-15]] which has been slightly messed with and had a box mag stuck on the bottom.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:51, 20 September 2013 (EDT)&lt;br /&gt;
::The basic pistol is the Taurus not the combat pistol. They list the basic pistol as a P99 so it could be that the combat pistol is a P99. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 15:53, 20 September 2013 (EDT)&lt;br /&gt;
::I concur, the Combat Pistol definitely looks like a P99 to me. Glad they didn't rehash the 1911 or Glock again for the umpteenth time (not that I don't love 1911s and Glocks, I very much do ;D ). [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 21 September 2013 (EDT)&lt;br /&gt;
:::Having got a decent look at it today I don't think it's a P99. It's got an exposed hammer and the general shape it more like a Beretta Px4 having taken a much closer look at it. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 18:45, 21 September 2013 (EDT)&lt;br /&gt;
::::I'm only going by a tiny thumbnail (don't have the game) but it looks a bit like a [[CZ-G2000]] with a less sever angles around the trigger. This is pretty similar to the PX4, but I think it is a closer match as it has a square trigger guard and doesn't have an ambi safety (thumbnail I've seen is of the right side which lacks a safety). The profiling of the slide is also closer and the serrations look the same design (although there is one less band at both the front and back). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:37, 25 September 2013 (EDT)&lt;br /&gt;
::::I'd rather say a Px4 at this point. I've seen it up close (I DO have the game) and it looks a lot more like it was based on the Px4. [[User:Chitoryu12|Chitoryu12]] ([[User talk:Chitoryu12|talk]]) 13:06, 26 September 2013 (EDT)&lt;br /&gt;
:::::I'm going to say having spend about half an hour moving the camera around trying to get really close shots of it that it is a Px4 more than anything else. The slide profile matches, the frame matches, the back of it matches. The only thing that doesn't match is the width of the slide serrations but that could just be a texture choice. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 12:53, 28 September 2013 (EDT)&lt;br /&gt;
::::::I'm going to venture a guess and say it's a combo of a Px4 and a P99, with the Px4 traits shining out the most. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:05, 28 September 2013 (EDT)&lt;br /&gt;
:::::::I don't know who it was who put the combat pistol as the H&amp;amp;K P2000 but it looks nothing like that. If it looks like any H&amp;amp;K pistol it's either the HK45c or the P30. I'm still leaning towards the Beretta Px4 though. --[[User:Cool-breeze|cool-breeze]] ([[User talk:Cool-breeze|talk]]) 08:30, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Picked up the guide yesterday evening while I was out and the &amp;quot;Combat Pistol&amp;quot; shown in it matches the general shape of the P2000, actually. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:20, 29 September 2013 (EDT)&lt;br /&gt;
:No one else sees a bit of the PT-909 in it?&lt;br /&gt;
[[File:Tau.jpg|thumb|none|800px]]&lt;br /&gt;
Remember no gun will be an exact match. They're all tweaked.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 18:10, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
http://gyazo.com/4758e01a97e67d85191a02b267d98a60.png &lt;br /&gt;
The trigger guard and rail look P2000, but the rest resembles the Px4 to me.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:13, 20 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat MG ==&lt;br /&gt;
It's not a Stoner, but rather an M60/M249 hybrid. Basically the stock of an M60, while everything in front of is is M249. Making appropriate changes. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 21 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Guns on the TV programs ==&lt;br /&gt;
&lt;br /&gt;
Killed a bit of time as Michael and watched the TV at his house. One of the channels was a FIB program called 'The Underbelly of Paradise'. One of the highlights was a few weapons on a table and one of the guns was a SIG P220-series pistol. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 21:57, 21 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
There's also a brief shot of an M1911A1 cycling on an old-style crime show/movie and if you watch Jimmy playing ''Righteous Slaughter'' (a CoD/MoH/BF parody) in his room, the game character uses an XCR and a stainless steel Desert Eagle wielded tandem with a knife in the Harris stance. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 11:08, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
And the preview for the in-game movie ''The Simian'', which I saw while hanging out with Jimmy at a movie theater, has several shots of Hunter attack helicopters and at least one clear shot of the M230 chain gun on one of them. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:25, 29 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's up with the Carbine Rifle changes?  ==&lt;br /&gt;
&lt;br /&gt;
Uhhh... Guys? The new Carbine really looks like the LR-300 and I thought it was agreed on. I don't know why we needed the change. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:03, 24 September 2013 (EDT)&lt;br /&gt;
:I wasn't the one who changed it, but I 100% agree with the change. First off, it isn't an LR-300 as the overriding unique feature about the LR-300 is that it doesn't have a buffer tube. This gun has a buffer tube. That is before we even get into the fact that the game gun has different furniture and a VLTOR MUR receiver rather than the unique LR-300 one. As with most of the weapons in the game this appears to be a hybrid gun at best, so it can't really be given a proper ID other than a custom AR-15. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:12, 24 September 2013 (EDT)&lt;br /&gt;
:The assault rifle looks like a Hecker &amp;amp; Koch HK416 to me. -[[User:1morey]] September 25, 2013 8:43 AM (EST)&lt;br /&gt;
::It isn't, as far as I can tell there is not a single part on this that matches the HK416: the upper has the brass deflector built into the front of the forward assist like on a VLTOR MUR; the magazine fence on an HK416 is rounded whereas on this it is flat making it look more like one of the many different billet lowers that are available from various manufacturers; the stock is an ACE stocj which appears to be incorrectly depicted as extendable; the handguard is possibly a Daniel Defence MFR, but if not is definitely isn't a piston HK416 one. None of these parts are really perfect matches, but seeing the quality of the models on the other guns this isn't really to be expected.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:36, 25 September 2013 (EDT)&lt;br /&gt;
:::Hmm...after looking through the M16 gallery, and the Colt AR-15 identification guide, and doing some googling, It seems like it COULD POSSIBLY be a hybrid of a Daniel Defense MFR and ZM LR-300, while trying to look like a HK416 (beefy handguard and short barrel), I can't shake it, to me it screams Franken-HK416, don't know why. -[[User:1morey]] September 25, 2013 1:02 PM (EST)&lt;br /&gt;
::::Look at the forwards assist and brass deflector area of this gun:[[File:GTAV_AR15.jpg|thumb|600px|none|]]Note how the forward assist is a large flat faced wedge with the plunger coming out the bottom half of it, with a brass deflector attached at the top front corner. Now compare that to the below image:[[File:NovesDiplomat.jpg|thumb|450px|none|Noveske Rifleworks N4 Diplomat with VLTOR Modstock, EOTech sight and Surefire M900 weapon-light fore-grip - 5.56x45mm]]Notice they are a match. This is a unique thing that is only found on VLTOR MUR and VIS upper receivers (one pictured above is a VIS, MUR is the version without a monolithic handguard) and is due to the forward assist being able to be removed and replaced with a blanking plate fitted only with a brass deflector. Both the HK416 and the Z-M variants used different upper receiver designs to this, so it isn't either of them. I doubt that this is any factory gun in particular, it could be that the modellers just picked and chose various parts and stuck them together to make a gun they liked the look of, or it could be modelled off of a real custom gun that somebody has made. I don't get why people seem to think this is a HK416 (not just you, have seen people all over the place call it that) if the only thing they are going on is the fact it has a short barrel and a chunky handguard, there are a hell of a lot of guns that fit this description and are a closer match than an HK416, like this [[Media:POF P-416-11.JPG|Patriot Ordnance Factory P416]] for example.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:27, 25 September 2013 (EDT)&lt;br /&gt;
:All the guns are hybrids, and the game's artists won't be familiar with the internals so I would go with the gun that is most similar in look, even if the similarities are all on the cosmetic parts and the dissimilarities affect the internals. Also the Combat SMG is an MP5 hybrid, not a Scorpion.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 11:15, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== pics of all guns except special edition weapons ==&lt;br /&gt;
&lt;br /&gt;
I went and got the game guide. Here are pics of all the guns.&lt;br /&gt;
&lt;br /&gt;
http://s13.postimg.org/5humxnsfr/gta_Weap.png&lt;br /&gt;
&lt;br /&gt;
[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 15:23, 26 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ANALYSIS: Daniel Defense MFR 9.0 (Airsoft) ==&lt;br /&gt;
&lt;br /&gt;
I've identified the firearm &amp;quot;Carbine Rifle&amp;quot;, I analyzed it done here&lt;br /&gt;
&lt;br /&gt;
[[Image:Socom-Gear-Daniel-Defense-MFR-9-001.jpg|thumb|none|400px|Daniel Defense MFR 9.0 Airsoft]]&lt;br /&gt;
[[Image:Socom-Gear-Daniel-Defense-MFR-9-002.jpg|thumb|none|400px|Daniel Defense MFR 9.0 Airsoft]]&lt;br /&gt;
&lt;br /&gt;
Ace skeleton stock:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ace Stock Medium1.jpg|thumb|none|400px|Ace skeleton Stock]]&lt;br /&gt;
&lt;br /&gt;
Reference: http://jagprecision.com/daniel-defense-m4-mfr-series-from-socom-gear/&lt;br /&gt;
&lt;br /&gt;
PaulD21x (talk) 08:27, 27 September 2013 (VE)&lt;br /&gt;
&lt;br /&gt;
Nailed it, nice.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:58, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not really, look a couple of sections above. The handguard is a Daniel Defence MUR (or at least a close approximation of one), but the upper receiver appears to be a VLTOR and the lower is not a DD one. Also you have the fact that the stock appears to be an Ace ARFX-E &amp;quot;Entry&amp;quot; stock which is the short one but this is fixed and not retractable, whereas this is extended out on the buffer tube like a regular AR-15 carbine style stock (I assume this is more due to ignorance rather than it being based on something else). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it is a customized gun with a Daniel Defense MFR handguard, VLTOR MUR upper, Brownells 3 pongs flash hidder, the lower looks to be a NorthTech Billet receiver (with de fix trigger guard), the front BUIS is like a Troy Front sight and the rear a A2 type but simplified (or an unknow model), Hogue pistol grip (or any other model) and the ACE stock (but we can see they are nothing to move it because it is a fix stock and not a telescopic, an error).  But it is not a basic model for me. --[[User:ArmaLite15|armalite15]] ([[User talk:Armalite15|talk]])&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Combat Pistol&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Me again, noting that you guys missed a pistol.&lt;br /&gt;
&lt;br /&gt;
Of course, this pistol is simply called the &amp;quot;Combat Pistol&amp;quot; and resembles the Beretta PX4 Storm Subcompact in a way. I have no way of getting screens and I haven't seen any so far. I haven't progressed far enough into the game to unlock it, but it can be viewed at the Ammunation stores if anyone had the game and wants to look. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:12, 27 September 2013 (EDT)&lt;br /&gt;
:No, we haven't missed it. Read a couple discussions above, we're still trying to come to a consensus on what it is. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:51, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, I see sorry. I missed that discussion. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:03, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Phone shots ==&lt;br /&gt;
&lt;br /&gt;
So I hear you could take snaps using the in-game smart phone. Would it be possible to get some screenshots that way? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:37, 30 September 2013 (EDT)&lt;br /&gt;
:Not sure, you have to sign up to Rockstar Social Network to do it, and I ''bet'' it watermarks them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:45, 30 September 2013 (EDT)&lt;br /&gt;
::Actually there is no watermark, but these pictures are only 640x360, and have a filter added that makes them look like low quality analog picture.--[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 15:34, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't think you can take phone pictures while armed, although you might get some from cops or security guards with guns, and take photos in the Ammu-Nation.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:30, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== In case you're wondering... ==&lt;br /&gt;
&lt;br /&gt;
Cleetus' second hunting mission is bugged (hopefully forever) and when he tells you to hunt the last Elk it lets you wander the entire map with no possibility of triggering a police alert, meaning you can wander around in the military base to your hearts' content. You can keep anything you take by just causing an explosion (''anywhere'' on the map, but the jet's missiles don't count) which will spook the elk and let you quit out of the mission. I can't find anywhere to store the tank that Trevor can own, though. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:49, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna have to exploit that. I've tried constantly to get a Titan, but I can never get it off the ground before a tank blows me up. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:54, 30 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can we just settle on the &amp;quot;Carbine Rifle&amp;quot; by describing the components that it's constructed from? ==&lt;br /&gt;
It's obvious that it's not any named product (like the DDM4 it's currently IDed as but clearly is not), so can we just call it a custom AR-15 (like we do other franken ARs), ID it by its individual components, then be done with it? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:30, 3 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Moving these here for now, since I've changed the Carbine Rifle entry to reflect that it is ''not'' a DDM4.&lt;br /&gt;
[[File:DDM4sbr.jpg|thumb|none|500px|DDM4 300 SBR with Magpul MOE stock, Magpul PMAG magazine, and KAC vertical foregrip - 300 BLK]]&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|450px|Ace Skeleton Stock]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:53, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Beach Bum pistol ==&lt;br /&gt;
&lt;br /&gt;
A new handgun will be added in the next update/free DLC, called the &amp;quot;SNS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
http://s.pro-gmedia.com/videogamer/media/images/xbox360/gta5/screens/gta5_269_605x.jpg&lt;br /&gt;
&lt;br /&gt;
Probably a movie reference, perhaps it's a Walther PP of some form.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:49, 13 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Beach Bum pack is out, the SNS pistol looks like a Heckler &amp;amp; Koch P7 M13 fitted with wood grips and a round trigger guard.[[User:Zebracherub|Zebracherub]] ([[User talk:Zebracherub|talk]]) 20:01, 19 November 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Gun pic on Social Club ==&lt;br /&gt;
&lt;br /&gt;
Close view of the most used gun can be seen in the Social Club.&lt;br /&gt;
&lt;br /&gt;
[[File:SocialClubAR15.jpg]]&lt;br /&gt;
&lt;br /&gt;
This is a Northtech Billet lower, VLTOR Upper, A2 type &amp;quot;simplified&amp;quot; rear sight, ergonomical pistol grip but the upper is strange, it is raised up like the HK-416. And the handguard is very close to the Daniel Defense MFR 9.0..[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 19:43, 17 November 2013&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Carbine Rifle&amp;quot; mounting an image  ==&lt;br /&gt;
&lt;br /&gt;
Since I edited the image from Photoshop, is a mixture: that's to HK-416 - Northtech Billet lower, A2 type &amp;quot;simplified&amp;quot; rear sight, ergonomical pistol grip, Brownells 3 pongs flash hidder, Ace Skeleton Stock And the handguard is the Daniel Defense MFR 9.0 &lt;br /&gt;
[[File:GTAVCARBINERIFLEMIXTURE.jpg|thumb|none|700px]] &lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 21:23, 21 November 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is that a Pimpmygun pistol grip? [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:06, 21 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
No, I'm pretty sure he just Shopped in the grip from the Social Club image above. Also, if you wanted to create a composite, you could have just done an image search for the actual lower receiver used (I found plenty on Bing), because as has been previously stated, '''not a single component on this gun corresponds to the HK416'''. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:39, 22 November 2013 (EST)&lt;br /&gt;
:There is possibly part of an HK416 potentially in there, as in the social club image you can see that the shape of the top rail at the rear steps down ahead of the charging handle like an HK416, which is not the case with a VLTOR MUR which the rest of the receiver is. This composite photoshop just uses a vanilla HK416 upper though which is not correct for the game gun.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:15, 22 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
It's all moot now, because I've solved the image problem. Found this during a Bing search for &amp;quot;gta v carbine rifle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:GTA5-Carbine-Rifle-Example.jpg|thumb|none|500px|The in-game &amp;quot;Carbine Rifle&amp;quot; - 5.56x45mm]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:23, 22 November 2013 (EST)&lt;br /&gt;
:On seeing that, it looks like it has an HK416 gas block as well.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:27, 22 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think the rifle may just have an HK416 upper receiver, Daniel Defense has started to make rails for it in the same style as the MFR and it fits on any standard AR lower, so that simplifies the whole description of it being a mishmash of parts. [[User:Recon42|Recon42]] ([[User talk:Recon42|talk]]) 14:11, 7 June 2014 (EDT)&lt;br /&gt;
:Well ok but the image is too old and is not very bad does not seem like a rifle in game, then I'll ride currently photoshop to enhance the pieces, the rest of the firearm. [[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 17:41, 06 September 2014 (VST)&lt;br /&gt;
&lt;br /&gt;
== Combat MG ID and non-player weapons ==&lt;br /&gt;
This is a response to Ultimate94 recently changing the MK46 Mod 0 ID back to Mod 1. The Mod 1 lacks a 12 o'clock Picatinny, using the M249 heat shield instead. This was done, AFAIK, to facilitate the re-inclusion of the carry handle. The Combat MG has a Picatinny rail in this position (albeit a low profile one), which would therefor make it a Mod 0. The weapon render linked to on the GTA Wiki is far too small to discern any details from, so doesn't prove anything.&lt;br /&gt;
&lt;br /&gt;
Why were the non-player weapons added back to the main categories? Every other GTA game on IMFDb is formatted with non-player weapons in a separate &amp;quot;Other&amp;quot; category. What's the objection to this page being the same?&lt;br /&gt;
&lt;br /&gt;
The artwork of Michael holding the MK18 doesn't appear in the game as a loading screen (unlike the Type 56 artwork), so it should be deleted from the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:42, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's been five months now and no one has responded, so I'm moving the non-player weapons to their own category and marking the MK18 artwork for deletion. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:49, 15 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Valentines Day M1928 Thompson ==&lt;br /&gt;
So there's going to be a free Chicago Typewriter coming up.&lt;br /&gt;
http://socialclub.rockstargames.com/news/article/52186/Coming-this-Friday-The-GTA-Online-Valentine-s-Day-Massacr[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:23, 11 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
It's classed as an LMG in-game, with superior stats compared to the PKM (except for mag capacity), making it a good choice for anyone who hasn't unlocked the PKM, or someone who can live without the extra ammo capacity or aim-down-sight zoom (Tommy Gun doesn't get an optic) until they unlock the M249/M60 hybrid --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 03:33, 15 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
You can acquire a PKM in a few places right at the start of the game if you know where to look, though. Inside the gate at the Vagos' compound in East LS, for example (as long as you aren't wearing Families colors, you'll have plenty of time to get in and out before their threats turn into gunfire... usually). You just can't buy any mods for it yet. Quite a few weapons are ripe for the picking if you know where to look, actually. Type 56, MP5, MGL, AW, Minigun (''extremely'' hard to get as it's inside Fort Zancudo, though), Super Shorty, RPG, Assault Shotgun (another hard one to get, as it's pretty deep inside the Altruists' mountain compound), grenades, Jerry can, and Molotov cocktails. The Mossberg Cruiser can be acquired quite easily from police as long as you escape your wanted level quick, or if you happen upon a chase and follow until it erupts into a shootout (the criminals usually win LOL). A Carbine Rifle can also be effortlessly acquired from an isolated Merryweather mercenary at their LS Port &amp;quot;turf&amp;quot; if one is careful (I wouldn't advise trying to get one from the LSPD officers lingering around LS International, though). I like having the Thompson in the game, don't get me wrong, but it's largely a gimmick weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:44, 8 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Removing images ==&lt;br /&gt;
&lt;br /&gt;
I'm in favor of keeping the PKM image on the page, but only because this page is currently incomplete and it's the only screenshot available. I expect a better image will be available when more screencaps are available and the page is completed. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:49, 25 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cut weapons ==&lt;br /&gt;
&lt;br /&gt;
So I just found this, worthy of mention in the discussion page at least:&lt;br /&gt;
http://gtaforums.com/topic/678397-the-gta-v-beta-hunt/page-6&lt;br /&gt;
&lt;br /&gt;
In addition to several melee weapons, there are some icons for the XM25, a DMR variant of the AR-15 (seems to be referred to as M14), a HK21, and a SCAR-H.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:44, 26 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
A poster there states they weren't cut, but rather just aren't enabled for player use. So maybe Rockstar is holding them back as future DLC? I'd love to have that AR-15 sniper rifle (which resembles an M110A1, which, AFAIK, is an M110 with the fixed stock replaced with a collapsible one). I always felt the next upgrade from the bolt action should have been a semi-auto .308, with the Barrett placed in the slot with the MGL, RPG, and Minigun, and made to do more damage to vehicles. The stock on the SCAR's in-game render looks like it was taken from the LSAT machine gun, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:29, 26 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== New upcoming DLC ==&lt;br /&gt;
The &amp;quot;Heavy Pistol&amp;quot; and &amp;quot;Special Carbine&amp;quot; will be released next week.&lt;br /&gt;
[[File:GTAV-HeavyPistol-SpecialCarbine.jpg|thumb|none|600px]]&lt;br /&gt;
The carbine is clearly a G36K, but the pistol seems to be a 1911 of some kind. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:23, 27 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From looking at the gun itself and at the Social Club page, I think the pistol looks a lot more like a 1911 than an FNX-45, or maybe some sort of Kimber-esque thing. The grip and grip panels look far more 1911 than FN. Cheers, [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
*EDIT: here's a link that shows the Social Club image, and shows how it more resembles either a regular 1911 or some sort of Kimber-style tactical model: http://gta.wikia.com/Heavy_Pistol [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
It most resembles a [[Springfield_Armory_1911_Series#Springfield_Armory_Tactical_Response_Pistol_.28TRP.29|Springfield TRP Operator]] with the slide derived from the OTs-33 to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:44, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
definitely looks like a Springfield TRP operator with mabye some cz97 http://www.lipseys.net/images/CZ01411.jpg?maxwidth=520--[[User:Anarchy66660|Anarchy66660]] ([[User talk:Anarchy66660|talk]]) 22:03, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
That's definitely a TRP Operator frame, the new pistol doesn't resemble an FNP very much. The slide looks like a flatter version of a normal 1911.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:43, 4 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heavy Pistol ==&lt;br /&gt;
&lt;br /&gt;
Could the heavy pistol be an Enterprise Arms Wide Body 1911? &lt;br /&gt;
[[File:Entreprise Wide Body 1911.jpg|thumb|none|350px|]]&lt;br /&gt;
The slide is very flat like the heavy pistol, they both have the full dust cover rail, wide rear cocking serrations, and lack of front cocking. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:14, 8 March 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
I think you got it, looks dead on to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:01, 8 March 2014 (EST)&lt;br /&gt;
:It is pretty close, but I think that is just coincidence. There are a number of differences that suggest it is not based on this gun such as the fibre optic sights, different numbers of slide serrations, lack of a beavertail (or in fact a grip safety at all by the look of it), a seemingly changeable curved backstrap, slanted rather than vertical trigger guard front, different grips, and most definitively the fact that it has a single rather than double stack frame.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:29, 8 March 2014 (EST)&lt;br /&gt;
::None of the guns in the game are exactly modeled after anything. The Taurus has a different number of slide serrations, a different hammer, etc. Hell, look at the &amp;quot;Desert Eagle.&amp;quot; The Heavy Pistol is at least a lot closer to this gun, than the Operator. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 12:12, 9 March 2014 (EDT)&lt;br /&gt;
:::To me it seems much more likely that the guy who made it simply messed around with a standard 1911 rather than modelling it after a relatively obscure custom gun though. To be honest a lot of the gun IDs on this page are pretty far fetched, in particular the so-called &amp;quot;OTs-33 Pernach&amp;quot; which looks absolutely nothing like one (to me this gun actually looks like it is the bottom half of a 2nd series [[Colt Woodsman]] with some tactical crap slapped on the top). Weapons which appear to be fictional but bear a vague (possibly coincidental) resemblance to something real should not be definitely listed as this (such as saying that &amp;quot;The Enterprise Arms Wide Body 1911, released with the &amp;quot;Business Update&amp;quot; DLC, appears as the Heavy Pistol.&amp;quot; which is not really the case). For most of these guns the proper thing to do would be to have the heading for the section be, for example, &amp;quot;Heavy Pistol&amp;quot; and state underneath that it is a 1911 type pistol bearing some similarities to the Enterprise Arms Wide Body 1911 but with several notably differences. Similarly for the &amp;quot;Special Carbine&amp;quot;, not a single part of that is actually taken from a real Heckler &amp;amp; Koch G36C, it is just a random collection of different parts (some of them real, like the [http://www.fab-defense.com/en/category-pistol-grips/id-1/m16-m4-ar15-tactical-ergonomic-pistol-grip.html FAB Defense AG-43 AR-15 pistol grip]) which have been assembled into the vague shape of a G36C--[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 14:17, 9 March 2014 (EDT)&lt;br /&gt;
::::I think the SpeCarbine has G36K resemblence in the upper receiver/ handguard and top rail, just a lot more flat than the real thing. The AP pistol definitely has a Woodsman grip, the slide was probably incorrectly based on a Kriss KARD. The frame of the SNS pistol resembles the HK P7M10, too.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:23, 2 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bullpup Rifle ==&lt;br /&gt;
It looks like it has a 7.62x39mm AK magazine, so shouldn't it go in the rifles category despite it being classified as an SMG in-game? Same goes for the &amp;quot;Assault SMG&amp;quot;, which clearly has a 20-round AR-15 mag. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:18, 2 April 2014 (EDT)&lt;br /&gt;
:I think it was put in the SMG category by accident, &amp;quot;Bullpup Rifle&amp;quot; clearly indicates it is going to be classified as an assault rifle. Looks like a hybrid of the QBZ-95 and it's B carbine.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:48, 2 April 2014 (EDT)&lt;br /&gt;
:I think that it's a shame that it's a QBZ at all and not the L85 it looked like in one piece of concept art (below) [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
[[File:Gtao-hl-bpr.jpeg]]&lt;br /&gt;
&lt;br /&gt;
http://www.forgottenweapons.com/wp-content/uploads/2013/06/fa03-right.jpg&lt;br /&gt;
&lt;br /&gt;
I think it's a FA 03 (LAPA FA-03).&lt;br /&gt;
&lt;br /&gt;
[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 15:18, 23 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It was probably meant to be an amalgamation, as most of these guns are, as the magazine, handguard, barrel length and rear sight were clearly L85, whereas the front sight and carry handle were FA 03. [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 09:28, 18 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AP Pistol ==&lt;br /&gt;
&lt;br /&gt;
I just saw this on Modern Firearms. http://world.guns.ru/smg/usa/scamp-e.html Does anyone else think the AP Pistol looks more like the Colt SCAMP than the OTs-33 Pernach? [[User:Rockinthecasbah|Rockinthecasbah]] ([[User talk:Rockinthecasbah|talk]]) 18:35, 10 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can't see any resemblance myself, not that it looks like a Pernach either, but it really, really doesn't look like the SCAMP [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]])&lt;br /&gt;
&lt;br /&gt;
There are a few similarities in shape and layout to the SCAMP. The squared slide/frame, the ejection port, the central alignment of the barrel. It's not perfect, but all the guns in this game have had creative licenses taken by the designers. There are no specific similarities between the AP Pistol and the OTs-33. [[User:Rockinthecasbah|Rockinthecasbah]] ([[User talk:Rockinthecasbah|talk]]) 16:37, 15 May 2014 (EDT)&lt;br /&gt;
:Rather than rolling back edits without explanation, work it out here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:51, 16 May 2014 (EDT)&lt;br /&gt;
::The page is locked again, for one week this time. Like I said, work it out here. Present your arguments and your evidence. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:10, 27 May 2014 (EDT)&lt;br /&gt;
:::Another week and no discussion. Very well. If this edit warring continues, bans will be issued. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:44, 3 June 2014 (EDT)&lt;br /&gt;
::::I think the recipe for this thing is:&lt;br /&gt;
::::*Take a TDI KARD&lt;br /&gt;
::::*Think the thing under the barrel which is actually the action is a LAM and take it off because your game doesn't have LAMs&lt;br /&gt;
::::*Think the charging handle is a cocking serration and turn it into the back of a slide&lt;br /&gt;
::::You now have the AP pistol. SCAMP seems way obscure for a positive ID and it doesn't really look like one anyway. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:30, 17 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love all the vehicles and weapons as free DLC, I really do, but... ==&lt;br /&gt;
It would be nice if we got something other than just pistols and assault rifles. There's already more of those than any other weapon type. I wish they'd add some of the cut weapons detailed a few sections up (M110-style sniper rifle, XM25-style grenade launcher, etc.) in addition to new stuff. Would love an MP7A1 and a Carl Gustav rocket launcher, for example. Maybe add some new weapon attachments like laser sights and different optics. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:06, 13 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New weapons leaked? ==&lt;br /&gt;
&lt;br /&gt;
Hey I found this surfing web: http://www.se7ensins.com/forums/threads/leaked-future-dlc-weapons.1141769/&lt;br /&gt;
There is a picture showing some icons for weapons that already have been added and some that we will probably see in future.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/S5amZ8I.png - icons&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/F8T96mT.png - textures for weapons&lt;br /&gt;
&lt;br /&gt;
New weapons include: HK21 MG, SCAR-H, pistol and a knife  --[[User:Gr3gory|Gr3gory]] ([[User talk:Gr3gory|talk]]) 02:22, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See my post on the cut weapons above, although it's entirely possible the HK21 and SCAR are being re-added from cut content. The pistol looks new, too. [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:34, 29 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Snipers rifles ==&lt;br /&gt;
&lt;br /&gt;
Some changes should be made to the sniper rifles on the page, (The page is now indefinitely protected due to edit warring in which I was involved, but I won't change that edit again. Can someone of the admins remove the protection?) I think the bolt-action sniper rifle in-game is an AWM, not a standard AW, since the weapon model shows a folding stock (although in this case the 10-round mag would be incorrect). As for the &amp;quot;Heavy Sniper&amp;quot;, I think that it's an M82, since the weapon's appearance in-game doesn't seem to match the rail system seen on the M107. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:30, 7 June 2014 (EDT)&lt;br /&gt;
:I've unlocked it. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:48, 7 June 2014 (EDT)&lt;br /&gt;
::As with the vast majority of the guns on this page, it is not a perfect match for any particular AI rifle. However, I would say that it is more accurate to call it a standard AW as opposed to an AWM. If you look at the ejection port it appears to be the shorter one which is on the AW as the recess in the stock beneath is notably larger, as opposed to on the AWM where the port is almost the same size as the recess. Also, just because it has a folding stock does not make it an AWM, they make AWs with folding stocks such as [[Media:Arctic Warfare Folding Stock.jpg|this]], just like they make AWM with fixed stocks like [[Media:AWSM fixed.jpg|this]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:30, 7 June 2014 (EDT)&lt;br /&gt;
:::Mmm... I understand. And what about the Barrett? (And a question: is it ''always'' the case for an AW to have a 10-rd mag and for an AWM to have a 5-rd one? Or can these capacities vary?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:36, 8 June 2014 (EDT)&lt;br /&gt;
:::Isn't it more accurate to put the Barrett M82 instead of the M107? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:42, 10 June 2014 (EDT)&lt;br /&gt;
::::Not really, as the main difference between the two is the sight rail and the rail used on this matched neither (M82A1 is short raised, M107 is long low). The other difference would be the rear grip on the butt, but as this model is horrifically inaccurate and omits this whole area that doesn't really help. You could say that it is slightly closer to an M82A1 (not M82, that it is the original version which is noticeably different) as the riser for the rail is slotted, but you could also argue that it is closer to an M82A3 as it has a raised rail stopping a couple of inches short of the front of the handguard. I would either just identify it as a &amp;quot;Barrett M82 Series&amp;quot; rifle or (more preferably in my opinion) just call it the &amp;quot;Heavy Sniper&amp;quot; and say that it is based on an M82 series rifle with a number of differences (presence of a cheek rest, lack of a grip on the butt, wrong magazine which looks more like a giant M14 one, different scope rail, odd handguard that looks like it can accept side rails like some AR-15 handguards/monolithic uppers, different muzzle brake, unfluted barrel, etc.). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:18, 10 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Piece of advice ==&lt;br /&gt;
If you've bought the Collector's or Special Edition of this game and Rockstar Support suggests you uninstall and reinstall the patches/DLC in response to any problems you're having, '''don't do it'''. I did this after the monster truck, motorcycle, and firework launcher from the Independence Day DLC disappeared from my game and now all my Special Edition bonuses (Desert Eagle, KSG, blimp, and extra weapon tints) are gone and (so far) unrecoverable. :( They gave me $500K GTA bucks for use in GTA Online as compensation (which I'm happy with), but I'm still saddened by the loss of my SE stuff. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:05, 9 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== These guns ==&lt;br /&gt;
&lt;br /&gt;
I can give some leeway to games set in the near future (Black Ops II, Advanced Warfare, Titanfall, Ghost Recon Future Soldier, Homefront, etc.), but these guns look so hideous looking. How can you botch these up so badly? I can understand if Rockstar was trying to make &amp;quot;generic&amp;quot; guns, but they did a good job with GTA IV, RDR, and Max Payne 3, and suddenly they make guns that look like generic rip-offs. - [[User:1morey]] August 14, 2014 7:21 PM (EST)&lt;br /&gt;
&lt;br /&gt;
Gotta agree. I expected better from R*. At least there are still reconizable ones such as the RPG-7 and the Type 56-2.[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 19:36, 14 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's supposed to be the same approach that they take with cars, really. I appreciate the customization and more detailed reloads though.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:26, 14 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no problem with their looks, as it makes sense from an in-universe perspective to have frankenguns just like they have frankencars, I just wish they'd go all the way and give them less generic names. There are already a few firearm manufacturers named in the game. The MP5, PT92, Combat Pistol, and KSG are made by &amp;quot;Hawk and Little&amp;quot;, and the Carbine Rifle and M82 are made by &amp;quot;Vom Feuer&amp;quot;, for example. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:14, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== New screenshot for Xbox One, Playstation 4 and PC ==&lt;br /&gt;
New screenshots revealed by Rockstar Games for Xbox One, PS4 ​​and PC.&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:GTAV-ScreenshotXBOXONEPS4PC-4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 21:23, 16 September 2014 (VST)&lt;br /&gt;
&lt;br /&gt;
== Marksman Rifle ==&lt;br /&gt;
&lt;br /&gt;
Although the barrel assembly matches the M14, I think the &amp;quot;Marksman Rifle&amp;quot; has some resemblance to a Ruger Mini-30 in the Clyde Armory SCAR stock&lt;br /&gt;
http://clydearmory.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/c/l/clyde_armory_scar_stock_mini30.jpg&lt;br /&gt;
&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:08, 3 October 2014 (EDT)&lt;br /&gt;
:I personally believe that it was probably modeled off a picture of a Mini-14 with a barrel stabilizer, giving it the look of an M14 gas tube. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 21:32, 3 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eww ==&lt;br /&gt;
&lt;br /&gt;
Huh. Is it just me, or are the weapon models in this game amazingly ''ugly''? Not Dead Island levels of atrocious, but just kind of...off. --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 23:28, 27 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rail Gun ==&lt;br /&gt;
It's one of the current gen exclusives.&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-RailGun.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
What section on the page should it go on? Launchers? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:24, 28 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First Person Mode  ==&lt;br /&gt;
&lt;br /&gt;
So the weapons look far more detailed in the new version:&lt;br /&gt;
http://www.ign.com/articles/2014/11/04/grand-theft-auto-v-a-new-perspective&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:09, 4 November 2014 (EST)&lt;br /&gt;
:New PC is seeming a better idea every day. Hope it supports SLI properly rather than using some horribly gimped engine like Wolfenstein did. Also hope there's more heist missions in single this time around. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:25, 4 November 2014 (EST)&lt;br /&gt;
::PC version will require 65 gigs of HD space o_O [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:54, 15 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Carbine Rifle (Next Gen) ==&lt;br /&gt;
&lt;br /&gt;
See more detailed, appear in the trailer for PS4 and Xbox One). You can see &amp;quot;5.56mm&amp;quot; and others. They are visible, while the previous version (Xbox 360 and PS3) did not like this.&lt;br /&gt;
Puts 0:43 min   https://www.youtube.com/watch?v=kFhkHFSytVU&amp;amp;feature=youtu.be&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 00:24, November 2014 (VST)&lt;br /&gt;
:And first-person model [http://gta.wikia.com/File:VomFreuer-GTAV-reload.jpg here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:26, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== GRAND THEFT AUTO 5 ONLINE HEISTS (FINALLY) REVEALED ==&lt;br /&gt;
&lt;br /&gt;
Here's news from IGN, the incredible video, more weapons, screenshot and others. [http://www.ign.com/articles/2014/12/16/grand-theft-auto-5-online-heists-finally-revealed?watch=&amp;amp;utm_campaign=fbposts&amp;amp;utm_source=facebook here].&lt;br /&gt;
[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 11:33, 16 December 2014 (VST)&lt;br /&gt;
:So how many more years do you think it'll be before they actually release it? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:09, 16 December 2014 (EST)&lt;br /&gt;
::Only I mean weapons are usable as Browning M2, the Russian DShK. [[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 12:05, 16 December 2014 (VST)&lt;br /&gt;
:::I would imagine the miniguns on the Lynx-like helo are as well. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:28, 16 December 2014 (EST)&lt;br /&gt;
You're right. It took a long time by R*.[[User:PaulD21x|PaulD21x]] ([[User talk:PaulD21x|talk]]) 12:10, 16 December 2014 (VST)&lt;br /&gt;
:Well, in their defense, the programming side of it was probably a ''lot'' harder than the interview lets on. Most gamers are an inconsiderate bunch who don't understand how difficult it really is to make these games. There are millions, possibly ''billions'', of lines of code running in the background and even so much as a single misplaced punctuation mark or simple misspelling can cause the game to crash. I personally would rather have heists ''working correctly'' instead of quick. It's messed up how people out there can decry a game's development process &amp;quot;taking too long&amp;quot;, then complain when they end up with a bug-riddled game. You can either have quick or quality and I prefer the latter. Just to clarify, I'm not targeting anyone here as being like this, I'm just saying. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:28, 16 December 2014 (EST)&lt;br /&gt;
::Naw, that doesn't happen anymore, code's a lot more robust than old systems like BASIC and a lot of the error checking is automated. It's more like your body these days; it's not too hard to get it so it isn't doing quite what it's supposed to, but it takes some effort to outright kill it. And the biggest headaches are PC related because you have to deal with thousands of arbitrary configurations of hardware, drivers and software. Getting a new mode running for a game you spent, what, four years working on and based on an existing engine shouldn't take a year, most likely a lot of resources got eaten up by the next-gen version and heist mode for the last-gens got put on the back burner.&lt;br /&gt;
::Really it's not so much that it's taking too long as that they've spent a year saying it's coming soon. It would have been better if they'd just said it's ''not'' coming soon. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:39, 17 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, '''AIRCRAFT CARRIER'''?! I really hope ''that'' gets stuck off shore somewhere in story mode, though I somehow doubt it :(. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]])&lt;br /&gt;
:Eh, given how much ocean there is, for all we know it could be there now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:10, 17 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we going to mention the Dillon Aero M134s (with anti-aircraft sights) fitted to the Huey seen in the trailer and screenshots. It also looks to be chin-mounted with a four-barreled variant of the M197 Vulcan, though seeing as how such a variant doesn't exist, I don't know if we just refer to it as a generic autocannon. Cheers, [[User:Sandymon|Sandymon]] ([[User talk:Sandymon|talk]]) 14:34, 3 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Thomspon M1928A1 ==&lt;br /&gt;
&lt;br /&gt;
Maybe it earlier M1921AC Thompson, only with horizontal foregrip?&lt;br /&gt;
&lt;br /&gt;
:An M1921AC with a horizontal foregrip basically ''is'' an M1928A1, aside from internal differences which a videogame gun doesn't have. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:31, 26 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Airsoft replica? ==&lt;br /&gt;
&lt;br /&gt;
http://image.noelshack.com/fichiers/2015/02/1420575808-player-exclusive.jpg&lt;br /&gt;
&lt;br /&gt;
When I was navigating on my statistic page in the social club website, I clicked on the link to have more information about the account transferring (old gen -&amp;gt; current gen) and I saw this drawing.&lt;br /&gt;
&lt;br /&gt;
As you can see, the bottom looks like a high cap airsoft M16 USGI magazine, and the top doesn't have lips, and looks to be the top portion of an airsoft mag.&lt;br /&gt;
&lt;br /&gt;
Maybe some guns in the game were rendered with airsoft model, like the Milkor MGL.&lt;br /&gt;
&lt;br /&gt;
[[User:ArmaLite15|Armalite15]] 21:31, 6 January 2015 (CET)&lt;br /&gt;
:A lot of games use airsoft guns as models to render in-game weapons, so it's incredibly likely that Rockstar did this. --[[User:SmithandWesson36|SmithandWesson36]] ([[User talk:SmithandWesson36|talk]]) 01:26, 7 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Revolver on billboard ==&lt;br /&gt;
Found this. Colt Anaconda?&lt;br /&gt;
&lt;br /&gt;
[[File:GTAV-Revolver.jpg|thumb|none|600px]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 17:40, 22 February 2015 (EST)&lt;br /&gt;
: Well, while the frame and cylinder look a bit large, the gun seems to be blued, which, if you want to be technically accurate anyway, would make it a [[Colt Python]]. Anacondas are stainless-steel only. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:47, 22 February 2015 (EST)&lt;br /&gt;
::There's also two Colt SAA's is also present on the San Andreas Park Ranger logo&lt;br /&gt;
:: http://img1.wikia.nocookie.net/__cb20131102155716/gtawiki/images/d/dc/Los-Santos-County-Seal.png [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:20, 22 February 2015 (EST)&lt;br /&gt;
:::Where's this billboard, BTW? Need to find it to replace the shot. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:53, 23 April 2015 (EDT)&lt;br /&gt;
::::I found one on the south side of the Gentry Manor Hotel in West Vinewood, at the intersection of Gentry Lane and Eclipse Boulevard. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:44, 25 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heists Update ==&lt;br /&gt;
&lt;br /&gt;
As of now, everything except for the ability to put a military jeep in your garage is exclusive to GTA Online. Very stupid decision on Rockstar's part, if you ask me. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 23:25, 11 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
The onscreen prompt in SP says new vehicles have been added to your properties, so I'm guessing it's just a bug that will get sorted out in the near future. I'd imagine Rockstar's main focus right now is rightly getting their servers sorted out to handle the high volume of traffic, because millions and millions of players getting on all at the same time is almost guaranteed to cause such problems. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:26, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aircraft Carrier ==&lt;br /&gt;
&lt;br /&gt;
Since the Heist update, we can go into the new aircraft carrier during a mission (and also in freeroam with some exploit but it has been now patched). I saw a lot of missiles, but I can't identify them. There is also a CIWS Pahalanx at the rear part of the landing deck.[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 19:46, 30 March 2015 (CET)&lt;br /&gt;
:I don't think the missiles need to be ID'd, however, the &amp;quot;Savage&amp;quot; and &amp;quot;Valkyrie&amp;quot; helicopters both have Yak 12.7mm nose guns.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:13, 1 April 2015 (EDT)&lt;br /&gt;
::I'd imagine RIM-116 or one of the Sea Sparrow family, ID it in the background if you can get a shot of the box launcher. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:50, 3 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page inaccuracies. ==&lt;br /&gt;
&lt;br /&gt;
First, I'm incredibly certain that the &amp;quot;Makarov PM&amp;quot; in Righeous Slaughter 7 is just a Walther PPK, second, the Colt 1851 Navy's on the Patriot Beer logos are just standard cap-firing LeMat revolvers. [[User:PaperCake|PaperCake]] 16,57 , 17 April 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
What's with the point about the suppressor being removed when drive-by shooting from cars? I remember testing on the Xbox 360, and it wasn't the case. Could it be a bug on the enhanced next-gen version? (at least in FPS view?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:52, 20 April 2015 (EDT)&lt;br /&gt;
:In first-person when you're shooting from a car, it has no suppressor and it makes the sound of unsuppressed gunfire, I'm fairly sure it's also unsuppressed in third person though I'd have to go back and check to be certain. It's most likely so they don't have to have two sets of animations for using the gun in the car to stop the suppressor clipping through things, or that stopping the suppressor clipping through things required holding the gun model so close you couldn't see it properly. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:24, 20 April 2015 (EDT)&lt;br /&gt;
::Yep, guns fired from cars make their no-suppressor sound in third person too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:09, 21 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== QBZ-95-1 really a Type 86S ==&lt;br /&gt;
&lt;br /&gt;
The Bullpup Rifle/ QBZ-95-1 is really a Type 86S AK Bullpup configuration made in China. You can see the similarities in the stock, the other features are from some other guns, such as the AR15/M16 front sight. [[User:DeadpoolDeadcool|DeadpoolDeadcool]] ([[User talk:DeadpoolDeadcool|talk]]) 23:32, 20 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's based on the LAPA FA03 for the cooling vent and the front sight (but they preferred to recycle the sight of the carbine in GTA IV), the Type 86 for the rear portion and the QBZ 95 for the middle and front low portion of the rifle.&lt;br /&gt;
&lt;br /&gt;
[[User: ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) &lt;br /&gt;
08:08, 23 April 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==Last edit (which was an undo of another edit) regarding 'full-auto fire'==&lt;br /&gt;
Though the summary didn't get all of my statement, the reason I changed it back is because A) it sounds like a notable difference between the stated/printed documentation for the game and what is actually in there, and we generally note differences of that sort on pages and B) If you hold down the trigger (or in this case, the mouse/controller button) and you get more than one round fired at a time in any remotely rapid succession it's by definition fully-automatic - The rate of fire being slower is irrelevant; We have noted guns that fire that slowly on the site as fully-automatic because that's what they are. If there's a substantial pause between shots (I'd say a second or so) that's one thing, but if it's just not as fast as most other full-auto guns that's again irrelevant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:34, 17 June 2015 (EDT)&lt;br /&gt;
:Just because you hold down the button to fire multiple shots doesn't make the weapon fully-automatic. Look at most other weapons in the GTA series that share this characteristic, yet are still noted to be semi-auto. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:15, 17 June 2015 (EDT)&lt;br /&gt;
::It's probably worth noting it fires continuously if you hold down the button but is slow enough to be semi-auto, that covers all bases. A lot of games will re-fire semi-automatic weapons after a while if you hold the button down (I think it's something GoldenEye started, the deal there was you could fire pistols much faster by tapping the button than holding it) and this could be reasoned to be the player character pulling the trigger again rather than holding it down. I mean some games will do the button-holding thing with manually operated weapons, and when you have the player character operating a bolt on-screen you can't possibly say it's a fully automatic weapon. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:24, 17 June 2015 (EDT)&lt;br /&gt;
::: ^ Indeed, and that's fine. I'm just saying, a slow-fire rate does not equal ''not'' full-auto, it is just what it is - slow. That said, as I stated, if there is a decent pause between shots, that's different - that can be inferred as semi-auto fire. It just didn't sound like that was the case. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:34, 17 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Just made a Slow Motion video with all details. ==&lt;br /&gt;
https://www.youtube.com/watch?v=04h10L9eMNY&amp;amp;feature=youtu.be (watch in 1080p for the details), be free to do the same thing or to post use it as you want.&lt;br /&gt;
&lt;br /&gt;
Using the Rockstar Editor is very nice to see details of firearms in the game. Also we can see that every hammer fired pistols are DAO. --[[User:ArmaLite15|ArmaLite15]] ([[User talk:ArmaLite15|talk]]) 23:44, 22 June 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
Good video, here's an equivalent in first person (not my video) https://www.youtube.com/watch?v=f3wBvrNTdNA&lt;br /&gt;
--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:36, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lowriders trailer ==&lt;br /&gt;
&lt;br /&gt;
A new update coming soon, and there's at least one new weapon, which looks like TEC-9, but the barrel shield is a bit different. Trailer here https://www.youtube.com/watch?v=E9oOnUNJkBE --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 10:19, 16 October 2015 (EDT)&lt;br /&gt;
[[File:GTAVTEC9-1.jpg|400px|thumb|none|]]&lt;br /&gt;
:Might be they bulked up the shroud to look better with a suppressor, I guess. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 00:17, 17 October 2015 (EDT)&lt;br /&gt;
:Yeah, I'm inclined to say beefed up barrel shroud, too. But yay, we get a classic street thug SMG! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:28, 17 October 2015 (EDT)&lt;br /&gt;
::I rather see a Mac-10 but oh well. Never liked the look of the Tec-9. (also i did not the Tec-9 was actually from sweden to begin with, that feels weird)--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:12, 17 October 2015 (EDT)&lt;br /&gt;
:::It resembles the original [[TEC-9]] is '''very distantly''': [http://gta.wikia.com/wiki/File:MachinePistol-GTAV.png]. I would even say that this &amp;quot;TEC-9&amp;quot; with the original nothing in common except the ''name''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 22:04, 07 November 2015 (UTC+2)&lt;br /&gt;
::::If anything, that gun looks more like a Calico, based on the grip design. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:47, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Heavy Revolver...only in GTA Online? ==&lt;br /&gt;
So they finally add a revolver to the game...and restrict it to GTA Online? What the @$%*, Rockstar?! [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:56, 25 January 2016 (EST)&lt;br /&gt;
:Yeah it's lame, but then again, the revolver's pretty lame too. BTW if you're playing this on PC you can just a use a trainer in order to give yerself the revolver. If you're on console, then you're fucked.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:15, 26 January 2016 (EST)&lt;br /&gt;
::Yeah, I'm on console. The only thing I can play on PC with any amount of success are RTS games like Total War. I just can't get the hang of keyboard controls. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:32, 26 January 2016 (EST)&lt;br /&gt;
:::Honestly I think the Thompson Contender pistol shoots as fast as the revolver does. Maybe you could use it in the Rockstar Editor/map maker.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:32, 26 January 2016 (EST)&lt;br /&gt;
::::360 and PS4 controllers work on PC and GTA V has full controller support--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:37, 26 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
Sorry for the crappy picture- I had more pics that got eaten somehow. What are yall's opinion on this gun?&lt;br /&gt;
[[File:GTA_5_Double_Barrel_Shotgun.jpeg|500px|thumb|none|This Stalker needs to get out of here- this is GTA!]]&lt;br /&gt;
[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:09, 15 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Compact Rifle&amp;quot;==&lt;br /&gt;
Here are a few reference pics for the new rifle. I don't ever feel comfortable trying to figure out Kalashnikovs and their clones, so I'll let the experts handle this one. &lt;br /&gt;
[[File:GTA_5_Compact_Rifle.jpg|500px|thumb|none|first person]]&lt;br /&gt;
[[File:GTA_5_Compact_Rifle2.jpg|500px|thumb|none|Now a Metro ranger!]]&lt;br /&gt;
[[File:GTA_V_Compact_Rifle.jpg|500px|thumb|none|and just a vanity pic with alt gas mask at this point. If I had framed the shot better it would look like he had a halo. Or at least an idea. ]]&lt;br /&gt;
[[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:27, 15 March 2016 (EDT)&lt;br /&gt;
:How did you get the gas mask/helmet combo? Gun looks like an AKMSU with no stock.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:29, 15 March 2016 (EDT)&lt;br /&gt;
::I thought so, but was afraid to ask. Also, for the mask/helmet combo, watch this vid: https://www.youtube.com/watch?v=8IgvMnn1gx4  [[User:Fidget|Fidget]] ([[User talk:Fidget|talk]]) 21:42, 15 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
And story mode gets nothing from the new update YET AGAIN. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:33, 15 March 2016 (EDT)&lt;br /&gt;
:Don't bet on any Single player DLC anytime [http://kotaku.com/no-wonder-gta-v-hasnt-gotten-any-single-player-dlc-yet-1757189298 soon.]--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 07:27, 16 March 2016 (EDT)&lt;br /&gt;
::I'm not talking about a complete expansion like GTA IV and RDR got, I'm talking about simply making new weapons and vehicles available for use in story mode. I seriously doubt it would take all that much effort or cost to do so and it at least gives the ''illusion'' that those who prefer story mode might still matter a little bit. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:42, 16 March 2016 (EDT)&lt;br /&gt;
:::I agree that it is lame that they have stopped adding guns to the single player. I'm not surprised however, since that gun wall is full now. Although if you are playing on PC you can use a trainer to just give yourself these new guns for free.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:35, 16 March 2016 (EDT)&lt;br /&gt;
::::Actually the Ammu Nation wall has been rearranged in both single and multiplayer so there's several slots still left.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:09, 16 March 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy revolver= air gun? ==&lt;br /&gt;
&lt;br /&gt;
The heavy revolver heavily resembles the ASG Dan wesson air pistol. The barrel, grips and even the location of the logo on the grip are almost identical. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 13:00, 8 June 2016 (EDT)&lt;br /&gt;
:I think you are right about the frame and grip, though the barrel definitely matches the Taurus a lot more (note the number of vent holes and compensation cuts.)--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 22 July 2016 (EDT)&lt;br /&gt;
::You're definitely right about the vents etc but to me it looks like the barrel profile is a lot slimmer than the Taurus and closer to the ASG, though they could've simply stretched a Taurus barrel to make it longer without adjusting the proportions. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 08:09, 7 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Regarding the AP pistol==&lt;br /&gt;
&lt;br /&gt;
Obviously it's a frankengun like other weapons in the game and doesn't have a real counterpart, but still... Doesn't it have some slight resemblance to the [[Arsenal Strike One]]? Thing is we need to have a compromise on this, since apparently a lot of users disagree about the resemblance with the Colt SCAMP currently stated in the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:49, 22 July 2016 (EDT)&lt;br /&gt;
:Not really other than both have a square slide with the serrations in roughly the same place. I think it's safest to put it down as a TDI Kard that some goof thought worked like a typical handgun with a slide, mated on top of a 1911 style frame and grip (though the grip angle is very reminiscent of a Colt Woodsman), the resulting abomination does kinda bear some resemblence to the Scamp overall coincidentally. On another related note, I have played the IAA building retrieval mission on both X360 and Xbone and don't ever recall the pistol firing in bursts.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:49, 22 July 2016 (EDT)&lt;br /&gt;
::Same here, played it on PS3 and 4, can't remember it firing in bursts.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:25, 22 July 2016 (EDT)&lt;br /&gt;
:::Yes it does; by playing the rappelling part you should notice a delay between every three shots (it's even more noticeable when using Michael's slow-mo special ability). Thing is you need to hold down the firing button in order to fire full bursts (which is a more realistic representation of burst firing mode, aside from the fact that here you fire successive bursts by holding down the button), unlike usual video games where one trigger pull automatically fires three shots. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 02:47, 23 July 2016 (EDT)&lt;br /&gt;
::::Ah, I tried it and does indeed fire in bursts, the RPM is incredibly slow though so I guess it's hard to tell unless you're trying to spray all the IAA goons down at once.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:56, 26 July 2016 (EDT)&lt;br /&gt;
::::::It's not '''that''' slow actually (though it's much slower than real burst-firing pistols). To test it, all you have to do is &amp;lt;s&amp;gt;follow the damn train, CJ&amp;lt;/s&amp;gt; kill all the IAA agents except one, and then freely fire your weapon in the air while hanging from the rope (works better if you have extended mag on it). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:15, 2 November 2016 (EDT)&lt;br /&gt;
:::::::Don't forget to order two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:37, 2 November 2016 (EDT)&lt;br /&gt;
::::::::&amp;quot;Hey, I'm just finishing my fries!&amp;quot; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:56, 2 November 2016 (EDT)&lt;br /&gt;
:::::Could the AP Pistol on some level be based on this? Its a Kalashnikov Concern PL-14 &amp;quot;Lebedev&amp;quot;. [[File: PL-14 Lebedev.jpg|none|250px|thumb]] [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 17:28, 3 September 2016 (EDT)&lt;br /&gt;
::::::Doubt it.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 18:28, 3 September 2016 (EDT)&lt;br /&gt;
:::::::Not at all; the slide, serrations, pistol grip and trigger guard are all different. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 4 September 2016 (EDT)&lt;br /&gt;
::::::::I think this game also predates that pistol by a couple of years doesn't it?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 09:02, 4 September 2016 (EDT)&lt;br /&gt;
:::::::::Yeah, the GTA V pistol predates the Lebedev by at least a year.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:02, 4 September 2016 (EDT)&lt;br /&gt;
:::::::::: What about the crosman marksman 10/10? The slide is almsot identical, minus the rails. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 04:32, 14 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt Junior ==&lt;br /&gt;
&lt;br /&gt;
Am I missing something or does the SNS pistol have absolutely nothing in common with the Colt, other than them both being of a similar size. I can see the P7 link, it's almost identical apart from the hammer and trigger guard, just can't see any similarities with the colt. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:03, 13 December 2016 (EST)&lt;br /&gt;
:I left it that way from when it was indexed as a Colt Junior and AMT Backup mix (it had very little resemblance to the latter). The extractor and ejection port match the Junior a bit more than the P7.&lt;br /&gt;
:: Extractors and ports are hardly unique, you could find thousands of guns that match the extractor and ejection port. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:02, 14 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== JB 700 guns ==&lt;br /&gt;
&lt;br /&gt;
Someone could ID them? The game is avaiable since 2013 and nobody had add them. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:51, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, they're just kind of generic machine guns, they don't look like anything in particular. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:48, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
Well they still be firearms. Also somebody can ID Proximity Mines? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:45, 15 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question about Homing Missile ==&lt;br /&gt;
&lt;br /&gt;
Would be possible to made the ingame Homing Missile in real life? Muzzle loaded, and so on... --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:55, 9 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not really. A typical MANPADS is almost the entire length of the launcher, and little fat muzzleloading RPG-7-style rocket with no fins wouldn't really be able to steer itself. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:20, 9 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firework Launcher question ==&lt;br /&gt;
&lt;br /&gt;
How can I build one in RL?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:53, 25 January 2017 (EST)&lt;br /&gt;
:Step Number One: Don't.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:18, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Would use the same mechanism as RPG-7, I think. And is legal.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:20, 25 January 2017 (EST)&lt;br /&gt;
:By all means, please try and tell us what happens when you try to imitate something from Grand Theft Auto.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 25 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
A theory of mine, think that I would end wasted.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:03, 26 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:You have Rammstein [http://youtu.be/98RYXRN8GTM?t=183 using a firework-launching crossbow] during one of their concerts... and then there's [http://youtu.be/JcFh177fqu0 this guy] :D --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:45, 21 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Attachments ==&lt;br /&gt;
&lt;br /&gt;
Someone known the Real Life Brand of the various accessories and scopes mounted on sniper rifles in this game? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:16, 16 February 2017 (EST)&lt;br /&gt;
:I don't actually play the game, but I know that an ELCAN Spectre and Magpul AFG can be mounted on the AR15.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:24, 16 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: Carbine Rifle belt box ==&lt;br /&gt;
&lt;br /&gt;
The use of a belt box for the Carbine Rifle isn't that ridiculous seeing as how there are belt-feed conversion kits available for AR-15/M16 pattern rifles in real life.&lt;br /&gt;
&lt;br /&gt;
:Firstly, when posting something on a discussion page remember to sign and timestamp it by typing &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; at the end of your post, or by just clicking the &amp;quot;Signature and timestamp&amp;quot; button at the top of the edit window. As for the question, it is still kind of ridiculous if you are fitting a belt box onto a gun with a regular upper that isn't set up to take a belt. Either way, I think that what they modelled it on actually isn't a belt box per se, but rather one of those super high capacity Airsoft hopper magazines like [http://cdn1.evike.com/images/large/mag-ak-m4-5000-2.jpg this one].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:10, 19 April 2017 (EDT)&lt;br /&gt;
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Why would a real steel version of that be ridiculous? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:58, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean a real steel version of the Airsoft hopper magazine I linked to above? If so, it is pretty much impossible to make a design that looks like this work practically for a real gun, as there is no logical way that it could actually store the rounds and feed them. Drum magazine are round because they have a spindle that rotates to push the rounds up a feed chute, a square magazine that looked like this would would only work if it was just a drum on the inside with wasted dead space in the corners. The especially nonsensical part is the thin section on the left that goes up the side of the magazine well, which only makes sense on the Airsoft magazine as it is jsut a gravity fed hopper with a motorised gadget at the bottom that gathers the loose BBs. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:15, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
And if worked with a stacked magazine-like mechanism?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:45, 20 April 2017 (EDT)&lt;br /&gt;
:Whatever the internal arrangement the bullets would still have to feed into the magazine well, so everything above the bottom of the magazine well would be very difficult (impossible  most likely) to actually use. The whole thing is about the width of 5 regular magazines, so that would make a magazine like this something like a 10 to 12 stack mag. The most that anybody has ever done that I am aware of is a quad stack magazine, and anything more than this would be incredibly difficult to make work due to the complexity of the internal geometry and the follower/followers you would need. I doubt that there is a way that you could feasibly get 10 different columns of rounds to narrow down to two in a standard STANAG mag well and have it be even remotely reliable. If it has 8 stacks, you would have to do something like start with 4 double stack columns, then merge them in pairs down to 2 double stacks, and then merge them again to a single double stack that would fit in a magazine well. The problem with this is that the followers would need to made of chains of dummy rounds that would be horrendously complicated and most likely jam prone, and I also doubt that you would be able to load them reliable with the rounds actually going into the columns you want them to in order to fill it to capacity. Regardless, if you could do it would end up being a bizarre triangular thing rather than the square box shown here.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:45, 20 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
== Finally a gun-based DLC! ==&lt;br /&gt;
&lt;br /&gt;
It will come in June, a BTR-esque APC  and a heavily modded Type 56-2 (or maybe a different model) are shown.Finally, after all the idiotic updates! Even released in  my birthday! Kurwa, yeah![[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:11, 27 May 2017&lt;br /&gt;
&lt;br /&gt;
Too bad I won't ever get to touch them since they apparently gave a middle finger to story mode players some time back. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:45, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
And dont forget the gave another to players who are too poor (like me) to afford to change the consoles from 7th to 8th gen...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:49, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rockstar has stated that they can't do anymore updates to the 7th gen version of the game without compromising stability[https://www.vg247.com/2015/09/10/gta-online-updates-stopped-ps3-xbox-360/]. At least you've gotten an explanation for why they stopped. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:28, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I knew that since the I Gotten Gains 2 update, but since I spent 60€ I found it a bit dishonest since I would spend +300€ circa just to play a game that doesnt update Story anymore... anyway... seems that weapons could be a Rockstar-style version of the [[AK-12]] or a modded Type 56-2(?)...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:47, 4 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
FLASH NEWS! The update seems to just add accessories, (new stocks,open red dots and muzzle brakes for sure),so is a  Type 56-2 and I saw a M60 variant (the handguard is too long for the Minimi hybrid...)--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:47, 4 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Will be released in 13 June.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:08, 8 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mounted DLC Flak Cannon ID... ==&lt;br /&gt;
&lt;br /&gt;
There is a trailer that come in 2 variants : SAM missiles launcher and Quad Machine Gun mount.&lt;br /&gt;
I would guess the machine guns are M2s but they look to thin... anyone know what they are?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:30, 13 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
My bad, the trailer come in 3 variant. There's a M2 version, I just misID the flaks... somebody can ID them? I m very bad IDing artillery and cannons...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:06, 14 June 2017 (EDT)&lt;br /&gt;
:Would you mind linking and/or posting a picture, please? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:39, 14 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's some videos by GTASeries on it, but I can tell what the cannons are. The main dual flak guns are Oerlikon 20mm's in a dual mount like you would see on WWII-era battleships, except it's fitted with a gunshield and anti-air sight. The other &amp;quot;Quad 20mm&amp;quot; is actually another WWII weapon, a M51 Quad AA mount, although with a much simpler gun sight. The other mounted weapons seem to be based off of in-game player guns like the PKM and the Minigun, although I'm just sad Rockstar didn't give us the ultimate Redneck car: An El Camino with a mounted .50. --[[User:PaperCake|PaperCake]] 12:02, 14 June 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Thank you, PaperCake! I dont have the next-gen version of the game, so I can't provide pics. Well if you think that dont add a El Camino is sad, thing that they add a AWESOME Dartz Kombat (which I dont understood if is Russian/Estonian/Latvian/Whateverian)...&lt;br /&gt;
...just for use it in one mission only 😐. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:03, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
A friend gave me pic of the Mk.2 guns.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 05:34, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pistol Mk2 ID ==&lt;br /&gt;
&lt;br /&gt;
I dont think is a PT92AF anymore. Is too different. Look likes one of these new pistols. Any idea of what is it?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:46, 17 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Please help ID==&lt;br /&gt;
[[File:GTAV-Trevor-sniper.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GTAV-Trevor-sniper-2.jpg|thumb|none|300px]]&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:06, 16 September 2017 (EDT)&lt;br /&gt;
:Well, it started out with an LE-stocked AR-15-type rifle, with a fully-fenced lower and an upper with no case deflector and what looks as though it once had a forward assist that was later removed, but the front end just seems like it's from something else; it kinda gives me Arctic Warfare vibes, but there's not enough visible detail to be certain. Well, at least Trevor's got good trigger discipline (although, considering he's a mentally unstable drug addict, that actually seems a bit out of character for him). Any other ideas? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:33, 16 September 2017 (EDT)&lt;br /&gt;
::The front of the weapon did remind me of the AW at first. The rest of the weapon could have some elements in common with the M110 SASS that was cut from the game... except that some things like the handguard are completely different. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:43, 19 September 2017 (EDT)&lt;br /&gt;
:::The artist probably started drawing a Mark 18 like the ones seen in the other art works, then tried to turn it into the AWM that Trevor uses in the mission. Obviously this isn't a real rifle.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:27, 19 September 2017 (EDT)&lt;br /&gt;
::::Well this horrible frankenrifle in this _not_ art-work is a bolt action.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 01:31, 21 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Loading screen guns  ==&lt;br /&gt;
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We see trevor with a standard 1911 and a modified l85a2 (note the comma shaped charging handle) in these 2 images. [https://www.google.co.uk/search?q=gta+v+loading+screen&amp;amp;client=tablet-android-samsung&amp;amp;prmd=ivn&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwjB1-q5sMbYAhWS_qQKHXF8ARUQ_AUIESgB&amp;amp;biw=600&amp;amp;bih=1024#imgrc=Rd7ffoE2NAgunM: L85] [https://www.google.co.uk/search?q=trevor+loading+screen&amp;amp;client=tablet-android-samsung&amp;amp;prmd=ivn&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiN0Me0r8bYAhWML1AKHd84C3YQ_AUIESgB&amp;amp;biw=600&amp;amp;bih=1024#imgrc=PC_UYE4MrU8KDM: 1911]. Should these be added? If we're including something as obscure as a logo on a box of ammo then surely a loading screen counts? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 12:37, 7 January 2018 (EST)&lt;br /&gt;
:I'd say that they qualify for inclusion, but I'd like to see the L85 image, because clicking on that link just sends me to the Google search for &amp;quot;GTA V loading screen&amp;quot;. Also, I'm pretty sure that one of the loading screens includes a full-sized Glock. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:17, 7 January 2018 (EST)&lt;br /&gt;
::The L85 is already on this page. Scroll up to the “Bullpup Rifle” discussion. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:40, 7 January 2018 (EST)&lt;br /&gt;
:::Not sure why that isn't working, I tested both links before adding the topic. But as Gumby said,the pic is already on here so it doesn't really matter --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 22:56, 7 January 2018 (EST)&lt;br /&gt;
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==Type 56-2==&lt;br /&gt;
The weapon's front sight is really weird. By looking [http://gta.wikia.com/wiki/File:AssaultRifle-GTAV.png here], you can notice that it looks like an AKM's narrower front sight, except that it's hooded like that of the Type 56, while [http://gta.wikia.com/wiki/File:AssaultRifleMkII-GTAV.png the Mk II version] has a non-circled front sight (making it resemble even more the AKM's sight), but the bayonet lug position of both versions still match that of the Type 56-2 and the AK-47. What kind of compromise are we gonna make for this? (On another note, the Mk II version also the AKM's ribbed receiver cover and a pistol grip sorta similar to it, but still retains the Type 56's gas tube &amp;amp; block). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 22 January 2018 (EST)&lt;br /&gt;
:I'd just leave it as is and make a note of the AK47-like components on the Mark II entry.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:29, 22 January 2018 (EST)&lt;br /&gt;
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== Everything Ejects .223 Casings(?) ==&lt;br /&gt;
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About a week ago, I was just casually playing GTA V in first person, I got into a gunfight and used the &amp;quot;Pistol&amp;quot; to end it, but as I fired it, I noticed something very weird.. The spent casings being ejected from the gun looked as if they belonged to a .223, not a 9mm. Soon after, I checked to see if this was the same for every other handgun, the &amp;quot;Combat Pistol&amp;quot; ejected .223, so did the Desert Eagle, the &amp;quot;SNS Pistol&amp;quot;, &amp;quot;Vintage Pistol&amp;quot;, &amp;quot;Heavy Pistol&amp;quot;, and &amp;quot;AP Pistol&amp;quot; too! I checked all the Machineguns, Submachine-Guns, and Rifles too. The Thompson, MP5, TEC-9, Minimi, PKM, everything spat out .223 cases. The Norinco and that &amp;quot;Bullpup Rifle&amp;quot; both spat .223 as well. I found that only the guns in the Sniper Rifle and Shotgun categories weren't ejecting .223. Has anyone else noticed this in their games? I can't have been the first one to see it.&lt;br /&gt;
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[[Image:.2239mm.jpg|800px]]&lt;br /&gt;
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Is because Rockstar thought that is better recicle the model and use it for all,made a lot of case models. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:50, 5 May 2018 (EDT)&lt;br /&gt;
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== Regarding the Glock &amp;quot;23&amp;quot; ==&lt;br /&gt;
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https://youtu.be/5of6KrLNRnE?t=2m14s&lt;br /&gt;
Timestamped but TL;DR. The Glock Model removed from the holster is stated as a Glock 38, anyone want to back this lead and revise the article?&lt;br /&gt;
: TBH mate, think this page is a bit dead. I found a really close match to the AP pistol, no reply. I asked about including the guns from the loading screens and people said they should be included, still no update on that though. I wouldn't hold my breath if I were you --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 18:33, 21 December 2018 (EST)&lt;br /&gt;
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::I've been playing this (Story Mode, at least) a lot lately, I can keep my eye out for missing guns, including loading screen guns (I've already added Trevor's 1911), and get screencaps. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:19, 11 August 2019 (EDT)&lt;br /&gt;
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:This is very, VERY old, but I think it's about time it was revised (then again, it's about time the whole page was revised. It's laden with errors.). The assumption that that Glock is in .40 S&amp;amp;W just because security agencies use it in real life is purely conjectural and unreliable. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 16:47, 4 August 2020 (EDT)&lt;br /&gt;
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== Unidentified Pistol ==&lt;br /&gt;
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Looks like a 1911 variant to me, but I can't find anything that matches the trigger guard and that oddly shaped hammer --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 23:50, 8 December 2018 (EST)&lt;br /&gt;
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==Unusable guns==&lt;br /&gt;
Should unusable guns really be mixed up with actual in-game guns? To me it just looks weird and distracting to list a drawing of a revolver in a beer box or a MP40 used on an in-game cartoon literally inbetween guns the game actually features. They should be put in a separate section or the talk page. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 08:11, 4 August 2020 (EDT)&lt;br /&gt;
:You could put them into another section if you'd like; it's not an uncommon practice on other pages, though some still integrate them into the usable weapons instead. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:28, 4 August 2020 (EDT)&lt;br /&gt;
::I've done this on some other pages, its a bit of a leftover Evil Tim-ism. I agree that cutscene-only or decal/icon guns should go in a section at the bottom.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:45, 4 August 2020 (EDT)&lt;br /&gt;
::: I'm busy at the moment but I'll do the relocation in a bit. --[[User:Dan San|Dan San]] ([[User talk:Dan San|talk]]) 13:02, 4 August 2020 (EDT)&lt;br /&gt;
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==SCAMP==&lt;br /&gt;
I have to wonder who thought the &amp;quot;AP Pistol&amp;quot; resembled the [[Talk:Colt SCAMP|SCAMP]]. It looks almost nothing like it to me, instead resembling the [[TDI Kard]] instead, which is mentioned in the description of the weapon. --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 06:07, 3 September 2021 (EDT)&lt;br /&gt;
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== Official Artworks from Rockstar &amp;amp; Possible Additional Entries for Unusable Firearms ==&lt;br /&gt;
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So, there's the [https://www.rockstargames.com/V/downloads official artwork page from Rockstar] for downloading official artworks of GTA V &amp;amp; GTA Online which I think would be great entries for the main page (Especially for providing comparisons between artworks &amp;amp; in-game models). However, the original GTA V artworks have the ratio in 16:10 in mostly either 1600p / 1800p while most GTA Online artworks have the ratio in 16:9 while having 4K resolution instead (The size of both GTA V &amp;amp; GTA Online artworks for desktops exceed 1 MB which means that they've to be scaled down). Also, I noticed that there're some unusable firearms from TV shows &amp;amp; commercials like [https://youtu.be/J-bLIF476E8 Jack Howitzer] (A reality show hosted by the titular character on Weazel), [https://youtu.be/khdIfqn6ygk Nogo Vodka ads] &amp;amp; [https://youtu.be/nJxsa1aTD8c Ammu-Nation ads] which haven't been seen in the main page yet. If that's the case, am I allowed to replace cropped artworks taken from magazines into the ones from the official artwork page from Rockstar instead while adding additional entries for firearms while providing screenshots from TV shows &amp;amp; commercials? I've GTA V from Epic Games Store which I got during its free promo last year, but I'm not sure how to conveniently take screenshots in there due to Epic Games Launcher lacks option to immediately take in-game screenshots unlike Steam. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 23:51, 15 September 2021 (EDT)&lt;br /&gt;
:Not sure what you mean by &amp;quot;cropped artworks take from magazines;&amp;quot; I'm pretty sure all the images on the page are from in-game or online sources. But if you can get higher-quality images, go for it. You don't need to ask for permission. I wouldn't worry about image aspect ratios with art images, as long as they don't look too glaringly off when formatted on the page. Also, if you have an Nvidia card you can use its overlay to take screenshots, or use Microsoft's Windows 10 Xbox overlay, or any other screen cap method. GTA V on PC probably has built-in tools as well. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:48, 6 October 2021 (EDT)&lt;br /&gt;
:Oh and lastly, keep in mind that some of those animations might be a bit too generic; keep in mind if they meet IMFDB criteria for actual animations, otherwise just skip them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:50, 6 October 2021 (EDT)&lt;br /&gt;
::Regarding those taken from magazines, one of them is this one below which seems smaller compare to the original artwork (Likely due to being meant for magazine cover). Also, I think that I'd skip firearms from animations like those in Nogo Vodka ads &amp;amp; such due to most likely not meeting IMFDB criteria for animations due to the firearms are looking too generic which'd make identification impossible. Right now my laptop's being brought to service for repair until undetermined date, but once it's fixed I'd be able to take screenshots from TV shows &amp;amp; commercials which met IMFDB criteria (At the time of writing this I'm borrowing my parents' laptop). In the meantime allow me to download all of the artworks (Including those from Online) &amp;amp; then I'll drop them here for identification, considering I'd like to hear people's inputs regarding them for clarification / such. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 05:26, 21 October 2021 (EDT)&lt;br /&gt;
[[Image:GTA5 AR2.jpg|thumb|none|500px|In a cover image for ''Game Informer'' magazine seemingly showing the crew after successfully robbing a bridge, Trevor carries an unsuppressed Mk 18 Mod 0. Note the short barrel.]]&lt;br /&gt;
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==GTA Online standalone==&lt;br /&gt;
Now that GTA Online has a standalone release, should we consider breaking all Online-specific content onto its own page? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:46, 10 August 2022 (EDT)&lt;br /&gt;
:Agreeing with Spartan198. I'm willing to volunteer in case no one wants to/can't do it. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 15:36, 15 December 2023 (UTC)&lt;br /&gt;
::I don't think it's really necessary, as there's a lot of overlap in both games, which could make it harder for visitors to find information. [[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]]) 15:58, 15 December 2023 (UTC)&lt;br /&gt;
:::I second that notion - we have some precedent for this sort of thing, with ''Warzone'' technically being a standalone game but its weapons being shown on the ''CoD'' pages that they come from instead. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:25, 15 December 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Pyr0m4n14c</name></author>
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